"The current Worthy threat branches into many possible futures. Bishop has a plan to set us on the best path. Cable claims it will make it worse. Help them think 4th dimensionally and work out their difference." — Description
Strategy: This battle looks scary, but it's only tricky. This battle consists of three waves. In the first one you need to defeat Sin to proceed to the next wave. The second wave is the hardest one: Cable and Bishop must survive for four rounds to proceed to the final wave. While you can eliminate Bastion and the sentinel, you cannot defeat the Red Skull no matter how much damage you do. In the final wave just recharging is enough to finish the job and achieve the victory. The key for an easy victory is having both heroes at level 13, in order to have 2 EISO slots. Equip two Recovering EISO to Cable and Bishop's own Dynamo EISO (if you have it) along with the Sympathetic EISO.
In the first wave, defeat Sin by any means. In the second wave, recharge with Cable: you'll recover 20% health with each recharge, due to the double
Quick Action moves, then use his L9 to apply a healing buff which will give you extra health (due to the Sympathetic EISO). While attacking will not win the wave, eliminating the Sentinel can give you some room for breath a little while surviving Red Skull's and Bastion's attack, and because its
Countermeasure Protocol can allow all enemies to counter your attacks. Cable can give the enemies dizzy and weakened with Techno-Organic Rampage, this will decrease the damage done by enemies. Increasing your heroes' health, Defense and Evasion is also recommended. If you manage to survive 4 rounds, you are done.
Another good idea would be to equip both Cable and Bishop with a Recovering Empowered Iso-8 and a Sheltered Empowered Iso-8. Defeat Sin with any way you like and then just recharge. The two E-Isos will shield and heal the two heroes, so unless you are aflicted with a lot of damage-over-time effects, you will be able to outlast that wave.
Strategy: With Vision's refactor, the strategy for this fight is a bit different than when it was first introduced. The Power Armors are immune to Vision's energy attacks most of the time, but you can create a window of opportunity with melee attacks from either his Melee Interface's Physical Disruption or Intangible Fist, the former of which gives Vision Phased to reduce his damage received from the Power Armors. Phased also gives a few turns to heal with the Recovering Empowered Iso-8 or attack them with his Blaster Interface's Microwave Pulse.
The general idea here is to pick them off one at a time. To do that, you should switch to Melee interface first and use Physical Disruption to go phased, which will also take down the energy shield on whichever Power Armor you targeted, along with applying Incapacitation (and Straining on the AoU alt). From there, you switch back to Ranged Interface, and use Microwave Pulse, which will stun all enemies, keeping them from protecting each other and guaranteeing the next crit. Finally, you use Solar Jewel on whichever armor you attacked with melee earlier. It should do heavy damage, possibly KO'ing the target altogether. Wait for Tangible to wear off (Soothing Rest is recommended here, or Suppression), then rinse and repeat.
Alternatively, if you have Vision's Sighted Augmented Iso-8 for Upgraded Interface, switching to Melee mode will apply Phased to Vision, while switching to Ranged Interface will grant 5 Energy Charges. Because neither Intangible Fist or Microwave Pulse remove Phased, you can continually switch back and forth between these two attacks while staying permanently phased. While this strategy is much slower than the ones listed above, the Power Armors have no way of attacking a Phased Target. Just be conscious of your stamina while doing this.
Strategy: This battle could be extremely easy and fast, if you have Nico at level 9, or really long and painful. Regardless there is a new "buff",
Survival Required where if one of your teammates die, you lose the fight instantly which is where most of the issues arise (although this does not seem to effectively work at now). In the first case, you'll just need to use Nico's Blood Sacrifice and give Molly an
Extra Turn with Kick Ass!: with her, use Raspberry and Temper Tantrum, and you'll have then an average of 4-5 free attacks. Buff Molly's Stamina with ISO, alternate Drop Kick and Wind-Up Punch and you'l sure end the fight on the first round... if Arcade's
Game Master passive does not trigger.
If Arcade dodges Molly's attacks and you don't kill him on the first round, just spam Nico's Witch Arm, while setting up Molly's Temper Tantrum another time. Arcade's debuffs could be dangerous, especially
Fumbling, but thanks to Nico's resurrection you should have no problems defeating him. Alternatively this battle could become very long and hard due to the random nature of Arcade's loaded dice which can give a variety of effects. One effect can give him regeneration, making him even harder to kill or one variant can remove most of your HP and then he can kill you in one hit with his next attack. This is a fight that's ease is dependent on RNG and can go several different ways and getting the same result using the same method is very tricky.
Mechanical Wings passive could be really annoying if it triggers too much. Use Shatterstar's Gladiatorial carnage if you start first, because Dragoness will use Charging Energy during her first turn, gaining a shield effect and charging a powerful attack: you'll have to remove it as soon as you can with Mojo Skewer's
This battle is pretty hard, especially because of the stacks of
Bleeding your enemies can put on you. Buff Jack's health, Attack and Evasion, and equip his own Victorious AISO if you have it: if so, use V for Victory on the Infiltrator vampire, then use Trench Warfare on him (if you don't have UJ's AISO, just use Trench Warfare), which will be followed by Service Revolver. You'll then have both the
Oshtur's Boon buff. Follow the same setup as above, killing the Infiltrator vampire first and then switching to the Blaster: it is now recommended to use V for Victory on him to attack twice in a single round.
Strategy: This battle is pretty easy but extremely time consuming, especially if you do not have Kang unlocked. If you have him pump up his Attack plus Accuracy and a bit health; to win faster, give his first move the Ionizing Augmented Iso-8 or the Bursting Augmented Iso-8. Lastly, Kang must be at level 9 to even have a chance of hurting the other Kang.
The enemy Kang will often use his
Chrono Shield and attack you with all of his moves. Most of them are Temporal, so you'll just need to activate your own Chrono Shield to avoid them: to actually hit him, you'll have to hit him with your own Non-Temporal moves: Quantum Purge and, above all, Maha-Kalpa; this last attack is practically your only way to win, since it has
Exploits Shields, but it has a very long cooldown. It will be difficult, if not impossible, to remove the enemy's Chrono Shield with Quantum Purge: this attack's damage is simply not enough damage to break the Shield, unless you're using the
Shield Breaker AISO. Attack then with Maha-Kalpa every time it is off cooldown, while using your own Chrono Shield and Quantum Purge every other time. The enemy's AI doesn't activate Chrono Shield every possibile time, so if you see him without it, take the chance and attack him with everything you have.
Overall the battle is not hard, and the other Kang can only hurt you with the same moves as well... but, as said above, this battle can take a very long time due to the unnecessarily long cooldowns and low damage outpouts. This can be further compounded if you do not have him unlocked, and thus being unable to boosting his stats.