Builds - Mr. Fantastic - Ultimate Nullification - A Positron Emitter Mr. Fantastic Build - 0:53 TTK, 0:58 Kurs...

Durability6 Strength3 Fighting2 Speed2 Energy1 Intelligence6 Level60 Damage Reduction0 Damage0
Ultimate Nullification - A Positron Emitter Mr. Fantastic Build - 0:53 TTK, 0:58 Kurse, 1:18 Ultron (Tahiti) by mikwuyma Last updated 2026-03-15 18:40:33
Types: PVE, EndGame, Raid, Terminals, Cosmic, DPS, AoE, DoT, Physical, Video, TTK
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Fortunately, this build's Ultimate Nullifier merely makes our damage numbers bigger and redder. Which I guess is eliminating some reality because you might not believe the damage numbers Mister Fantastic can output. Big shoutout to Yepso for discovering the double beam technique and for some of the gearing such as Mental Focus Headband and Ultimate Nullifier. This guide couldn't be made without him.

 

Mister Fantastic is proof that Marvel Heroes players play who they like and not who is strong*, or else there would be way more people playing this hero.

 

*I don't think this is a bad thing, it's merely an observation and I think it's cool people play the heroes they enjoy.

 

Anyway, here's a list of pros and cons to see if you would enjoy playing this build.

 

Pros:

 

  • Giga damage - Mister Fantastic has some of the highest dps in the game.
  • Great Clear - Both Gravitation Emitter and Hyperstatic Inducer are great clearing powers with large aoes. Micro-Nullifier Prototype is a large aoe that instantly deletes non-boss enemies, and even partially charged emitters are good for clearing enemies.
  • Unique Playstyle - This build exclusively uses cooldown powers to build positron emitter charges, and lower the cooldown on Mr. Fantastic's cooldown refresh power, Outwit.
  • Good Starter Hero - Over half of Mr. F's kit is guaranteed critical or brutal powers, and he has decent uniques. He can easily start farming cosmic content even at low IP.

 

Cons:

 

  • A Bit Squishy - Mister Fantastic doesn't have much in the way of ttl or survivability unless he takes talents that considerably lower his dps.
  • Immobile Playstyle - Positron Emitter requires Mister Fantastic rooting himself in place for a while. If Emitter is interrupted, or Mister Fantastic needs to dodge, then his dps plummets. A shield on medkit core is a necessity.
  • Awkward Dash and Travel Power - Mr. Fantastic's dash isn't instant, he plants his hands then moves. Also, the wheel has handling issues and cannot instantly turn on a dime.
  • Doomsaw is a Login Gift - Acquiring one of Mister Fantastic's best in slot Artifacts, The Doomsaw, requires logging in for 99 days. There is no other method to collect The Doomsaw. However, there are plenty of good substitutes.

 

 

Build Explanation

 

 

This build stacks as much power duration as possible to make full charged positron emitters as long as possible and increase the chance of being able to fire two fully-charged emitters in a row. The gearing and Infinity Points also stack as much damage rating as possible because fully charged emitter is a gigantic portion of Mister Fantastic's damage, and Mister Fantastic has guaranteed critical powers in between fully charged emitters.

 

 

 and  Yes, these are two different powers - Giant Punch and Mallet Fist are fairly hard-hitting powers, but their main purpose is quick cooldowns for stacking beam charges and lowering Outwit's cooldown. These are also the build's only powers without a guaranteed critical or brutal, so don't be surprised if you see small numbers a lot when using these powers.

 

 - Stretch Dash is a bit different from other dash powers. Instead of instantly dashing, Mr. fantastic will lunge, plant his hands, and then dash, making it a bit more awkward than other dash powers. That being said, it still works fine as a dash power, it's just a bit delayed. Also, despite this power having a cooldown, using it does not restore Positron Emitter charges.

 

 - Outwit is one of two powers the build revolves around. Outwit refreshes all of your other cooldown powers, and grants full positron emitter charges. During a boss fight, immediately use this off cooldwn, unless  is still available. In that case, use , then activate Outwit.

 

 - Gravitation Emitter is Mr. Fantastic's vulnerability and power. Thanks to the row 2 and 4 talents, this power is also a big source of damage. Gravitation Emitter is also great clear, with a big radius that pulses 3 times, so you can just throw it, move on, and it'll likely kill everything in its radius. It is another cooldown power that lowers outwit's cooldown and granting Positron Emitter charges.

 

 - Hyperstatic Inducer is another aoe power, but unlike Gravitation Emitter, it's a smaller aoe dot. It's still a decent clear power, and combined with Gravitation Emitter, will kill almost anything outside of a mini-boss or boss. Make sure you use at least one cooldown power before using this power, so you can snapshot a higher damage dot with the cooldown synergy bonus. Also, this power is yet another power that lowers outwit's cooldown and grants a Positron Emitter charge.

 

 - Micro-Nullifier Prototype is Mr. Fantastic's signature, and it's pretty good. Micro-Nullifier Prototype not a big source of damage for Mr. F, but it is a large aoe cone that instantly deletes any non-boss enemies (like Scarlet Witch's signature). This power is also a good way to start rotations on bosses, especially if you have a cosmic insignia because you can snapshot the +5 all attributes post-signature for your first Positron Emitter.

 

 - Positron Emitter is the second of two powers this build revolves around, and its main source of damage. Make sure you hold down the button/key when using this power at full charges. It's better to hold down this power for too long at full charges and sit there for a second, than accidentally cancel/interrupt it and lose Mister Fantastic's main source of dps. Also, it's possible to get a double beam with full charges, explanation below.

 

Double Beam: If Mr. Fantastic has a positron emitter charge restore while he's firing a fully charged emitter, holding the button/key will snapshot a second beam with the original beam's damage. In other words, you get two fully charged guaranteed brutal positron emitters for the price of one. The double beam can be consistently set up in boss fights and raid situations if you start with a fully charged emitter and outwit is off cooldown. If you're not starting with 30 charges, double beaming is more luck than skill because even if you have the internal 10 second counter memorized, sometimes the charges will get stuck, and the next cooldown power will grant 2 charges.

 

In between Outwit and Full charges, use this power as filler in between cooldowns. You only want to hold this as long as everything is on cooldown. Partially charged emitters are also decent clear, simply wave the beam around enemies, and it'll clear a bunch of them.

 

 

Rotation

 

 

I'm only going to list the starting rotation, then some bullet points because the rotation mostly becomes firing off cooldown powers immediately and channeling Positron Emitter between them. Make sure you hold every fully charged .

 

Assuming a full 30 charges on positron emitter, to start:  ->  ->  ->  ->  ->  ->  ->  ->  ->  ->  ->  (this is not a typo, it's a double beam) ->  ->  ->  ->  ->  (partial charges).

 

This is where the rotation mostly becomes firing powers off cooldown, then  until the next power is off cooldown. Here's some rules of thumb.

  • Always hold fully charged Emitters, unless something will one-shot you. Not only does Positron Emitter need to be held for its full duration and damage, holding also increases the chances of a double beam.
  • Hold partially charged emitters until another power is off cooldown. The most important thing you can do between emitters, aside from hitting the boss, is cycling Outwit off cooldown ASAP. Speaking of Outwit...
  • Use  the moment it is off cooldown. After Outwit, fire , and , then 
  • Use  before  whether it's during a boss rotation or clearing trash to ensure Inducer's damage over time is snapshotted with the 30% cooldown synergy damage bonus.
  • Double  beam timing is actually fairly consistent as long as the rotation starts with 30 charges. If you do not start the rotation with 30 charges then it requires paying attention to the charge restoration timer (occurs every 10 seconds), and hoping charges don't become stuck. I personally don't think it's worth double beaming outside of raids and midtown patrol (midtown has more downtime than the others).

 

Double Beam timing notes:

All these notes assume you started the rotation with a fully charged positron emitter and everything off cooldown, including Outwit.

  • After the first outwit, use all 5 cooldown powers before channeling Emitter.
  • After the second, use 4 out of 5 cooldown powers before channeling Emitter.
  • The third is the trickiest, depending on how tight your rotation was, you'll be able to fire off , and ; or only one power then immediately beam.
  • The fourth and fifth beams fire , and , then beam.
  • Honestly, most enemies should be dead at this point, the only exceptions being raids, cosmic patrols with a lot of low ip heroes, or Simulation #77.

If you have trouble double beaming, it's not the end of the world. Mister Fantastic's damage is so high the double beam is a bonus, not a necessity.

 

 

Gear

 

 

Most of Mr. Fantastic's slots 1-5 are raid and boss uniques, but his own uniques are good and are fine placeholders. A lot of his gear emphasizes power duration because it extends beam duration. BTW, your crit rating will be very low with this setup, that is intentional because Mister Fantastic is the only hero in the game who sees very little benefit from crit rating thanks to multiple guaranteed critical powers, and fully charged brutal positron emitters.

 

Slots 1-5

 

Slot 1: Yes, best in slot is a . Turns out the hero who has a lot of guaranteed critical and brutal powers benefits a lot from absurd amounts of damage rating, critical damage, and brutal damage.  are a good placeholder until a fragment can be crafted. If you want a slot 1 with health before getting a fragment, then  and  are good choices.

 

Slot 2: Mr. Fantastic's own  is a decent collection of attributes, but more importantly, it has power duration. 

 

Slot 3: has all the stats you want, brutal rating, brutal damage, a damage rating proc, and power duration. Mister Fantastic's own is a very good placeholder until you can get your hands on a coat.

 

Slot 4:  is basically the slot 4 equivalent of a skull coat, which means it is extremely good on Mr. Fantastic. Mister Fantastic's own  are also strong, but they don't have power duration.

 

Slot 5: Mister Fantastic is one of three heroes (the other two being Loki and Mental Emma) who takes full advantage of 's attributes, and Cobra's Hood is best in slot for many heroes whose archetype only uses one of the attributes. Hood also means 100% consistent vulnerability, even when firing positron emitter. Mister Fantastic's own  is also a strong slot 5, but it doesn't quite match Cobra's Hood's stats.

 

Artifacts

 

The Doomsaw is a 99-day login gift. It cannot be farmed or bought from a vendor. However, plenty of good substitutes exist.

 

Cosmic Affixes: The only dps affix Mister Fantastic wants is +1 to all attributes. The -10% signature cooldown affix is useless on Mister Fantastic because the affix doesn't increase the number of signatures in between outwit cooldown refreshes. As for the other three affixes, I recommend 2000 health, and two of the three 1500 defensive stat affixes (defense, deflect, dodge).

 

Good substitutes:

 

 - Yes, Mister Fantastic is one of the few heroes who doesn't use the credentials as a top 4 artifact. However, it's still a good choice on him, especially if you haven't logged in enough days for a doomsaw.

 

 - A nice artifact on Mister Fantastic because it's a lot of critical and brutal damage, and the brutal rating helps with the disc powers. Also, thanks to stacking power duration, Mister Fantastic has decent uptime on the proc. This is an ARMOR event artifact so it can be bought with armor drives from Jocasta in Avengers Tower.

 

 - Normally a must-have on heroes, Gem of the Kursed is good but not as good as the above two options on Mister Fantastic because the crit rating isn't very beneficial on him, and Gem of the Kursed has less critical and/or brutal damage stats than them.

 

 - Personally, I hate this artifact because the Wizard summon is super slow, but in theory this is a strong choice for Mr. Fantastic. The large amount of damage rating/base damage and the crit damage from the Intelligence attribute are both very beneficial for Mr. F.

 

Budget Starter Artifacts: , and . The latter is a reward from completing chapter 10.

 

Misc. Items

 

Insignia: Nothing beats Mr. Fantastic's own Insignia because it's too much base damage and crit damage to ignore. However other good choices are Taskmaster, Frankie Raye, Eric O'Grady, Falcon, Thor, and Captain Marvel, in roughly that order. You always want critical damage as the first stat, but brutal damage, health, and brutal rating are other good secondary stats.

 

Legendary: You are not hallucinating, that is indeed an ilvl 80 . Nullifier outperforms Savage Axe because of brutal emitter and Mister Fantastic's trait granting him +5% brutal chance. For ilvl 70 you want , but a  is good too.

 

Ring: A cosmic ring is best because Mister Fantastic doesn't benefit as much from the critical rating and attack speed on a Sling Ring. Critical damage could be better than Brutal Damage, but my cosmic ring actually matches the rolls on bugle (i.e. perfect).

 

Runeword: Power Doop is ridiculous on any physical hero, and Mister Fantatsic is no exception. However, God of Mischief is a decent substitute if you don't have enough day and doop runes for a Power Doop.

 

 

Infinities and Synergies

 

 

Mister Fantastic's Infinity Point setup is a lot simpler than other heroes because he really just wants a ton of base damage and damage rating.

 

  • 0-152 IP - 37 points into Temporal Loophole and one point into the Infusion node (right side) in the Time Gem.
  • 152-302 IP - 150 points into Mental Focus in the Mind Gem.
  • 302-452 IP - 75 points into Strike Through in the Power Gem.
  • 452-602 IP - 6 points into Durability in the Space Gem.
  • 602-622 IP - Fill in the remaining Infusion nodes on the right side of each gem.
  • 622 IP+ - Dump all remaining points into Intelligence in the Mind Gem.

 

Synergies: Beast, Emma Frost, and Ultron for the attributes, then filling out the generic base damage nodes because Mister Fantastic's dps is fairly split. You might notice Cable is not picked. Mr. Fantastic really doesn't benefit much from crit rating.

 

 

Videos

 

 

This first set of videos are at 1615 IP. There are 150 IP videos below.

 

0:53 TTK

 

 

0:58 Kurse

 

1:18 Ultron

 

150 IP videos. No ilvl 69 gear, no raid or event gear, ilvl 70 legendary.

 

2:21 TTK

 

1:17 Kurse

 

2:03 Ultron