Builds - Punisher - Demolition Man (CoA)

Durability3 Strength3 Fighting6 Speed3 Energy3 Intelligence3 Level60 Damage Reduction0 Damage0
Demolition Man (CoA) by WikidFiz Last updated 2026-04-24 04:51:03
Types: PVE, DPS, AoE, Ranged, Physical, CoA, All, Cosmic, DoT
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CoA BannerWelcome to another CoA 1.0 build by DoomGodFiz! These guides are built and put together for enjoyment of the character and gameplay. These are not built for the meta, tier listings, or any TTK rankings. That said, all of my builds are viable for all content.

 

** Disclaimer **

My builds are put together while playing on the Council of Ancients server. This server offers boosted Exp gains, a hefty 50% Cool Down reduction, higher drop rates, and a few other percs. It's a server designed to be fast paced for those that have lives outside of gaming. While they should also be viable on other servers out there, they are specifically designed for this server. So keep that in mind when referencing my builds. 

 

Punisher's War Journal: "Another fun filled day of devestation and destruction! Those that took from me shall be served the brutal punishment they deserve!"

Allow me to introduce you to the man with a plan, the one who has a mobile army i his back pocket, and an arsenal for every occasion. 

Frank Castle, The Punisher!

Demolition Man was conceived with one thing in mind, bring as much explosive and fiery destruction down as possible. The build itself centers around using eveyrthing in his toolkit that doesn't spend ammo, outside of our trusty Flamethrower! All our grenades, our rocket launcher, and our trusty Magnum for those in your face moments. 

With this build I was able to laugh in the face of my Cosmic Trial, find myself holding my own in Cosmic Patrols, and Terminals cower when they see the Battle Van rolling in. 

 

** Talents, Rotation, and Power Bar **

For our Talents and Traits, we want to focus on boosting our explosive firepower. 

  • Light-Weight Magazine
    • This tier gives us one of two options, I'll go over the variant of this later. What this does is that as soon as we run out of ammo, we automatically use Rapid Reload. As we will always be under 25% Max Ammo, we will always have the boosted 20% damage. This allows us to constantly bombard our enemies with a stream of molten flame without having to manually reload.  
  • Arsenal: Multi-Shot Grenade Launcher
    • This talent grants us an additional charge for our three grenades, and gives a flat boost to their damage. 
  • Arsenal: Multi-Barrel Rocket Launcher
    • Much like the previous talent, this gives us a massive 4 shots with Rocket-propelled Grenade and makes each shot a gauranteed critical.
  • Efficient Fuel
    • Ahh, the talent that makes this build shine. This completely changes how Flamethrower operates. Instead of having a max channel time with a single charge, this now runs off your Ammo. You can channel indefinitely (thanks to our Tier 1 talent). It also gives a nice 25% damage boost to this amazing weapon. 
  • Volatile Munitions
    • The final tool in our toolkit, this upgrades two of our grenades. First, Pineapple Grenade now applies an additonal DoT on top of its flat damage. The other thing this does, and what makes it shine is what it does to Volatile Nerve Gas. Anytime we toss a Pineapple Grenade or hit the Nerve Gas with our Flamethrower, we cause a gas explosion dealing a hefty amount of damage. 

Alternate Option:

  • Option 1: "Ammo for days!"
    • Instead we take High Capacity Magazine. This removes the autmated use of Rapid Reload, but gives us +300 Max Ammo and a small overall damage buff. As such, this now takes a spot on our power bar. I'd remove Magnum to put in our Reload. 
  • Option 2: "A gun for every occasion."
    • While keeping with the build I have above, I do sometimes swap out Magnum. I'll use either Sniper Shot if I know I'm going to be simply boss rushing. Or I'll throw in Buckshot Blast if I'm just running patrols and want an extra heavy hitter for those boss clumps. You can also use one on a permanent basis as well. This slot is truly preference. The only suggestion I make is to not use another Ammo spending power. 

 

Now it's time to go over what our toolkit actualy uses to rain down fiery punishment.

1. First up, the Pineapple Grenade and thanks to our Tier 2 Talent, we have 3 of these at our disposal per reload. This deals some heavy damage, applies a DoT, and makes all in the blast radius Vulnerable. 

2. The next toy we bring to the party is the Terrifying Flashbang and thanks to our Tier 2 Talent, we have 2 of these to throw in our victim's faces. This deals some heavy damage, will Weaken those in the blast area, and scare the piss out of em Terrifying them for a few seconds. 

3. When two grenades are not enough, we add a third. Meet the noxious Volatile Nerve Gas that deals decent damage on impact and a solid AoE DoT. Thanks to our Tier 2 Talent, we have 2 of these at our disposal per reload. Thanks to our Tier 5 Talent, the gas is also extremely flammable, causing a massive explosion anytime our Flamethrower or Pineapple Grenade come in contact with said nerve gas. 

4. At this point, I thinkit's time to introduce you to the big spender of this build. Meet the Flamethrower. Our primary weapon of choice dishes out a constant stream of fiery death. It's a DoT, an AoE, and a survivability booster granting us 50% Damage Resistance while channeling. Thanks to our Tier 4 Talent, this changes from holding charges to spending ammo.  

5. Punishment is done proper without some way to slap our enemy in the face. For that we use the 6-shot Magnum. A powerhouse of a pistol, dealing heavy damage and dishing out an auto-crit on each shot. Bosses hate it when we pull this bad boy out to play.

6. Have you ever wanted to just launch a barrage of rockets at someone who pissed you off? Well, meet the Rocket-propelled Grenade. A beast of a weapon that deals 100% more damage to those it directly hits. Now thanks to our Tier 3 Talent, we have 4 of these per reload to play with. And thanks to our Slot 5 Unique, each shot has a chance to become a nuclear blast. Talk about a BIG BA DA BOOM!

7. Tuck and roll bitch, tuck and roll! Tactical Roll comes stacked with 4 charges, deals minimal damage, and breaks us out of any sticky situations we may find ourselves int.

8. The big boy. You mad bro? I've got the solution! Meet The Davy Crockett which is our Signature ability. We have massive damage, a 6 second hard hitting DoT, survivability in the way of being Invulnerable while we wait for it to hit its target. When things look grim, fire this bad boy off to clear the field. This is something we want to use off cooldown!

9. Stolen from The A-Team, only to be made better, stronger, deadlier! Our chariot of destruction, the mighty Battle Van. This thing is loaded with a plethora of different weapons to bring devestation to the field. Each side of the van coes with a different weapon that we do not have control over. However, mounted on top is a deadly Turret that we can control in a full 360 degree rotation. As far as Ultimate abilities go, it's not one of my favorites. Not so great in a boss situation, but if you need to get out of a swarm quickly, this will do the trick. 

 

The Rotation:  >  >  > x2 >  >  >  >  > x2 >  >  >  till reload, then wash rinse and repeat. Toss in a full clip of  vs bosses and use  off cooldown.

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** Gear **

** The items above are by no means the end all be all for this character, they are simply what I find works best with my build. **

 

Our main stats with Punisher are Fighting and Intelligence, I focus more on Fighting to boost my chances to cit. 

 

ARTIFACTS: The above is what I am currently using, and it seems to be doing pretty well. On with the variants: 

 

BLESSINGS: I almost always go for Odin's Blessing for the utility and survivability options. If however you want as much damage as you can muster, go ahead and get the Blessing of Hela on all four artifacts.

 

URU RUNEWORD: If you are having issues getting the Doop Runes or just have piss poor rolls, the variants:

  • Heartbreaker: Givs us a solid bonus to Critical Hit / Critical Damage and Brutal Strike / Brutal Damage
  • Bowazon: The standard Ranged Damage booster with Critical Hit bonuses, a flax XP gain per enemy defeated, and a Physical Damage proc

 

MEDALLION: I'll never stop saying it, but this is my favorite medallion of all. Though, it's a pain to get so we have options:

 

RELIC: This truly is such a pretty shiney! Demolition Man does have some variants: 

  • Relic of Attilan: for its boost to Area Damage, capping at +316 Area Damage 
  • Relic of Xandar: for its boost to Ranged Damage, capping at +347 Ranged Damage

 

LEGENDARY: Given our ranged nature, and the destruction we like to cause, I took the bow. That said, the variants are: 

  • Savage Axe of Ares boosts our critical hit, brutal strike chance and damage, and a chance at a nice DoT

 

RING: You'll be hard pressed to find a ring that's better than the Sling Ring. Some options if you missed your chance and need a placeholder, or a solid variant to run with:  

  • Industry City Signet (ranged) is always a solid alternative
  • Ring (offensive) with any of the follwing, preferred order from top to bottom:
    • Brutal Damage Rating
    • Critical Damage Rating
    • Brutal Strike Chance
    • Intelligence
    • Fighting
  • Bloodstone Demonband with a perfect roll of the following affixes (yes this combination is possible):
    • +1500 Brutal Damage Rating
    • +1500 Brutal Damage Rating
    • +294 Brutal Strike Rating
    • +294 Brutal Strike Rating
    • +1 Fighting

 

UNIQUES: On to one of the tougher parts of a build (IMO) I suppose it's time I start listing explanations and variants:

  • Slot 1: The reason I'm going with the above is for the bonus damage rating given to Burning targets, and they are always burning thanks to the Flamethrower
    • The Dragon is one of our own Uniques. It puts up solid boosts, a nice stacking ability and solid main stats
    • Hannibal King's Hand Cannon I do love this one, it puts up massive damage numbers and has a brutal proc ability 
  • Slot 2: Our own unique provides us with a solid all around boost. 
  • Slot 3: I go back and forth between these two. Our own unique provides a solid overall boost to our damage output, however:
    • Coat of the Skull is a beautiful little unique item that grants some solid heavy hitting capability
  • Slot 4: Normally, I'd say find yourself a decently rolled Skrull Military Uniform, but in this case our own unique is far superior!
  • Slot 5: Yet another instance where our own unique is far superior based on what we are using in our toolkit. Though taking one of the variants removes our ability to fire off nukes, which is a huge decline in damage. 
    • Brutally Awesome Summer Shades is a heavy hitting alternate, but without a gauranteed Brutal Strike, these fall a bit short.
    • Essence of Jinn another solid alternative that puts up solid bonuses, but the main beauty of this fails to turly help us as Energy is not a main stat, and we do not have anyy buffs that would benefit from the increased Power Duration.

For our Enchants, we want A.R.M.O.R. Area Damage Upgrade in slots 1 and 5, and A.R.M.O.R. Health Upgrade in slots 2, 3, and 4.

For our Challenge Bonus, I go with +1 Fighting in all 5 slots. 

 

CATALYST**Disclaimer** If, and that's a big IF you happen to find one with both Intelligence and Fighting on it, that's your go to, hands down! The other two stats wouldn't matter. I want to add that I have seen others link such items in Discord, but never in in-game chat nor have I seen anything personally. That said, what I have above is always a solid choice.

With the Disclaimer out of the way, another option that people tend to look for is getting a +10% Experience Gain to help with those annoying IPs. In that case I'd remove the 3second Invisibility for an IP farmer.  

 

INSIGNIA: So with this, we find ourselves with a few different options. I find it only fitting to use his own Insignia. As for the variants:

  • Insignia of Dagger this gives us a boost to our ranged damage every time we crit, and during that 8 seconds, we also restore health per second. Not enough to make this a top tier option, but a solid place holder. 
  • Insignia of Shang-Chi one of my favorite Insignias for physical damage dealers with Fighting as one of their primary stats. We get +1 Fighting, and a small bump to our attack speed and movement speed. If I wasn't using Punisher's, I'd be using this one. 
  • Insignia of Bullseye this will boost our damage rating vs vulnerable targets, and give us a nice boost to our Brutal Strike Rating and Brutal Damage Rating.
  • Insignia of Elektra gives us a constant boost to our critical rating and critical damage. 

For the affixes, I'll always aim for Brutal Damge and Critical Damage buffs. Attack speed is also a viable option, as is a boost to your primary stat. 

 

Our faithful pet, this is what I tend to aim for with the majority of builds:

  • Green: +8% Base Health
  • Blue: +5% SIF (the +50 Resource also works, but resource management isn't an issue for us)
  • Purple: +10% Brutal Damage
  • Yellow: +4% Brutal Damage and +4% Attack speed on hit
  • Orange: +3 Fighting (or +3 Intelligence)

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** INFINITY **

** Infinity Points have no hard cap on how many points you can earn. So rather than putting points in place in the Infinity Tab, I list here what I consider top priority starting at the top. **

 

That being said, here are Doom's IP Priorities:

  • Attack Speed / Movement Speed
  • Critical Damage
  • Fighting
  • Brutal Damage
  • Health on Hit
  • Intelligence

 

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** TEAM-UP **

** Team-Ups are by no means build breaking, there is no Best In Slot. Always use who you like, but I'll give the reasons why I choose whom I choose and some solid variants **

 

Ah, Deadpool, who else could compliment Punisher than The Merc With a Mouth! As an active team up he deals some decent physical damage, crowd control via the use of slow and taunt. Where he really shines is his Ultimate Ability: Server Lag. This ability far outshines most other Team-Up's Ultimates. For 5 seconds every enemy in a very large area (on and off screen) are completely stunned for 5 seconds. 

 

For an Active Team-Up, it's really up to you as they all work out quite well, but three stand out in my opinion: 

Agent Coulson takes the award for best Active DPS hands down. 

 

Rescue is, in my opinion, the best Active Healing Support you can find. She also does quite well in a passive role for healing.

Actively she has amazing crowd utility by way of slows, taunts, and AoE gathers. She also hits hard, and compliments any Hero quite well. 

 

For a more passive approach, and those that like to keep their Team-Ups locked away, we have the following: 

She is the award winner for best overall debuffing and crowd control support.

 & 

These two fit the bill for solid support and healing, along with decent DPS. 

Groot is going to be your option for devensive buffs and healing support. His healing falls short compared to Strange and Clea however. 

 

Summoners, my favorite kind of build to play, and we have so many sweet options to choose from. All of these options can be used passively or actively offering different benefits on both sides. 

Actively: She is a summoner that offers decent DPS and 2 summons of her own.

Passively: She offers +152 Damage Rating and +12% Summon Power Base Damage, along with activated summons and a Critical Hit buff. 

 & 

Actively: Our favorite Agents are summoners that bring a Turret and two summons to the table and offers mid range DPS.

Passively: He give us +152 Damage Rating and +12% Summon Power Base Damge, an activated Turret and Summon, along with an activated Defense and Deflect Rating buff. 

 

Actively: She summons a swarm of demons to fight alongside us, deals out some decent damage, and has a life steal ability.

Passively: She summons that same swarm of demons, offers +152 Damage Rating, +10% Summon Power Base Damage, and 33 health on hit. 

As far as DPS goes, passively you'll want to find a Team-Up that supports your character either with an Attribute Bonus or Stat bonuses. There is however one unique option that I sometimes play with. 

This Team-Up is unique in that it does not have an active setting. All of its powers are buffs and additions to when you call in an Air Strike by way of "summoning" your Team-Up. 

In the Companion (Active-Left) Role it offers a +3% Damage Reduction

In the Assit (Away-Center) Role its Air Stirke gets a +50% Damage Bonus and a 10% Cooldown Reduction

In the Extreme Conditioning (Away-Right) Role it offers a flat +228 Damage Rating buff. 

It's Air Strike can be used in any role, and the buffs that it gains from its powers apply to the Air Strike in any role. 

 

** TEAM-UP Gear **

** Team-Up Gear is one of the most annoying sets to gear for with the plethora of different affixes availalbe and who they impact. That said, I'm going to give you two different generalized sets to look for in the form of Active and Passive. **

For our Active Team-Ups, there are 4 Cosmic Affixes you will want to have for your Team-Ups survivability. These affixes do not stack, so you only need one of each: 

Active Cosmic Affixes: 

  • Bosses and Elites hit by your attakcs take 20% more damage from your Team-Up for 10 seconds
  • When you use a Medkit, your Team-Up gains a 20% damage boost for 5 seconds
  • When you use a Medkit, your Team-Up gains 100% health
  • 10% chance when your Team-Up is attacked for them to become invulnerable for 4 seconds

Passive Cosmic Affixes: 

  • -3 second cooldown to Team-Up Away Powers
  • 10% Critical Hit Chance to Benefit to Team-Up Away Powers
  • 10% Brutal Strike Chance to Benefit Team-Up Away Powers
  • Increases the duration of your summoned Team-Up by 5 seconds

** Notes about Team-Up Gear **

There are four different slots for Team-Up gear. Each one comes with 4 different sets of Affixes. The first is static to each piece of equipment and does not change. The second set benefits the Team-Up Hero. The third set benefits YOU, and the fourth is the Cosmic (which we just went over). The affixes for these items are annoying to put it mildly. 

The second and third set of Affixes share a total number of allowed affixes, that number being 5. So you can have 5 affixes that benefit your Team-Up Hero, 5 affixes that benefit you, or any combination of affixes benefiting you both equaling 5 total affixes.  

I'll go over each piece of equipment below, giving a description of each type and the affixes they can roll. 

  • Communicator: This is your flat damage item. Its affixes will boost the damage out put of either you or your Team-Up. 
    • Benefit Team-Up Hero: +50% Base Damage to Team-Up Default Powers
    • Benefit Team-Up Hero: +20% Base Damage to Team-Up Special Powers
    • Benefit Team-Up Hero: +30% Critical Hit Damage
    • Benefit Team-Up Hero: +10% Critical Hit Chance
    • Benefit Team-Up Hero: +10% Base Damage
    • Benefit YOU: +3% Base Physical Damage
    • Benefit YOU: +3% Base Energy Damage
    • Benefit YOU: +3% Base Mental Damage
    • Benefit YOU: +3% Critical Damage
    • Benefit YOU: +10% RIF
    • Benefit YOU: +10% SIF
  • Portable Defense Screen: This is your flat defensive item. It's affixes will boost the defensive ability of you or your Team-Up. 
    • Benefit Team-Up Hero: +1% Health Regeneration per second
    • Benefit Team-Up Hero: +10% less damage vs. all Attacks
    • Benefit Team-Up Hero: +10% Dodge Chance
    • Benefit Team-Up Hero: +20% Deflect Chance
    • Benefit YOU: +3% Base Damage to Melee Powers
    • Benefit YOU: +3% Base Damage to Ranged Powers
    • Benefit YOU: +6% Base Health
    • Benefit YOU: +5% Total Deflect Rating
    • Benefit YOU: +5% Total Dodge Rating
    • Benefit YOU: +5% Total Defense Rating
  • Hostile Unit Tracker: this is an offensive utility item. Much like the Communicator, its affixes will boost the overall damage ouput of you or your Team-Up.
    • Benefit Team-Up Hero: +50% Base Damage to Team-Up Default Powers
    • Benefit Team-Up Hero: +20% Base Damage to Team-Up Special Powers
    • Benefit Team-Up Hero: +30% Critical Hit Damage
    • Benefit Team-Up Hero: +10% Critical Hit Chance
    • Benefit Team-Up Hero: +15% Brutal Strike Chance
    • Benefit Team-Up Hero: +10% Base Damage
    • Benefit YOU: +4% Base Health
    • Benefit YOU: +3% Base Physical Damage
    • Benefit YOU: +3% Base Energy Damage
    • Benefit YOU: +3% Base Mental Damage
    • Benefit YOU: +3% Critical Damage
  • Biometrics Enhancer: This is a defensive utility item. Much like the Portable Defense Screen, its affixes will boost the overall defensive ability of you or your Team-Up.
    • Benefit Team-Up Hero: +1% Health Regeneration per second
    • Benefit Team-Up Hero: +10% Less Damage vs all Attacks
    • Benefit Team-Up Hero: +10% Dodge Chance
    • Benefit Team-Up Hero: +20% Defelct Chance
    • Benefit Team-Up Hero: +15% Brutal Strike Chance
    • Benefit YOU: +3% Base Damage to Melee Powers
    • Benefit YOU: +3% Base Damage to Ranged Powers
    • Benefit YOU: +5% Total Deflect Rating
    • Benefit YOU: +5% Total Dodge Rating
    • Benefit YOU: +5% Total Defense Rating
    • Benefit YOU: +10% SIF

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** Closing **

 

At the end of the day, not only is this just a game, but it's a game that many people have come together to allow us to play again after so very long. Don't be toxic in the communities, remember that those hosing servers (Not just CoA) do so as a passion project. This game is one of those that were put to bed long before its time. So enjoy the fact that Marvel Heroes is playable again! I want to thank you for taking the time to read throuhg my guide and I hope you check out my other builds. I'll eventually have one build for each character. 

 

** Updates **

  • 04/23/2026 - Completion of Fiz's Hero Factory for CoA 1.0!
  • 04/24/2026 - HORRBILY STUPID Spelling fix!