Player First Games largely designed MultiVersus with its 2v2 game mode in mind. Most characters have some form of synergy in 2v2, with their moves supporting other players, or their damage gets a new perk. Almost every character offers something in a 2v2 comp. However, some fighters are better paired with others. Here are some of the best 2v2 comps in Multiversus that have appeared on the ladder and Evo.
List of some of the most prominent Multiversus 2v2 comps¶
The first thing we want to mention is the game design of the support characters. Naturally, the design of support characters protects their allies in some form or another. Most of all, every support pairs with another character very well. If that’s something you want to do, then it’s certainly on the table. Albeit, we will list specific comps that stand out exceptionally well.
Moreso, if two players have different character mains, then nothing stops their characters from working well together. Again, there seems to be some benefit of bringing a character to the 2v2 mode, so players will find weird and wonderful little tricks in PUG lobbies.
Reindog + Batman¶
Reindog and Batman is a composition played mainly by Multiversus Evo players, Leviathan and Synume, who have played it in the closed beta, and climbed to third place at Evo with it. The key to the comp is that Batman and Reindog run the ranged perks, such as That’s Flammable Doc and Ice to Beat You. The result is that both Batman and Reindog have methods to add even more damage to their ranged attacks while also adding slows to make landing more projectiles and melee combos much easier. Moreso, they both have some decent ground-to-air combos, which adds to Batman’s vertical combo gameplay.
Reindog + Assassin¶
Reindog also works very well with any Assassin fighter, especially Arya Stark, thanks to her very lightweight classification. Assassins take some incredible damage, meaning they will likely start flying with velocity and knockback much earlier. However, some of these issues can be solved with a solid Reindog and the special Neutral. Connect to your ally, and pull them back if they are about to get launched. It’s also possible to pull them back as they are about to get killed, but at higher health percentages, that doesn’t necessarily happen all the time.
Velma + Superman¶
Velma and Superman is probably the most consistent overall composition at Evo. The synergy between the picks means that Velma and Superman can get a big head through her cooldown-reducing book. While this doesn’t sound too good, it means that Superman’s Ice breath also gets bigger, hitting enemies further away. Add Velma’s chemical special, and the result is that enemies are easier to get frozen into an oncoming superman charge attack or arrested with Velma’s evidence police car and driven off the edge.
In addition, Superman has great synergy with players escaping Velma’s police car. Superman may charge a ground side special waiting for an enemy to escape the police car, sending them to certain doom. Perhaps Superman is sitting, waiting below the car, ready to grab them and throw them into the sky for a kill instead. All in all, this is a solid comp.
Velma + Bruisers¶
This is a standard composition involving Velma that arrived during the Evo championship. The Batman was a solid option because Velma’s ranged attack could help dunk enemies low using the standard full weakened stack Batarang into bomb, followed by Batman’s usual uppercuts. Add that in with some ranged attacks to finish the job means that Velma and Batman have some solid early kill potential.
On the other hand, there are Taz games. Taz and Velma got some decent horizontal synergy, largely thanks to the ranged attack after Taz’s tornado. The result is, once again, potentially some strong early kills and stage control. There’s the added bonus of the dogpile signature perk for Taz, too, that adds extra effects to the Dogpile that Velma can jump in to avoid oncoming attacks and get armor, or increase the Damage Taz deals if he gets an enemy inside it. Follow it up with a Velma charge uppercut combo, then into a Taz charged tornado adds in some solid kill setup too.
Velma + Bugs¶
Velma and Bugs are two of the strongest characters in the game right now. Moreso, the two characters work incredibly well together. The reason for this is because of the versatile toolkit of Bugs Bunny. Combine that with auto lock-on healing for Velma, and the potential to assist with early knockouts with a great Bugs player makes the two so incredibly strong. This will probably fall off post-Evo nerfs to Bugs, but regardless the core kits of both characters make these two incredibly strong.
Another factor is protection. Velma’s must hide and avoid taking damage. Bugs have the tools to create underground burrows that can make Velma temporarily immune and quickly flee to another location. It is another reason why this comp works especially well for the Velma player
Wonder Woman + Carry (Shaggy, Mage, or Assassin)¶
Wonder Woman is a tank character in the Multiversus, fitted with projectile blocks, a guaranteed armor move to herself and ally, and the tools kit to do some decent horizontal and vertical combos. However, what makes this pick is she brings some soft support utility, while still being hard to kill and dealing decent damage. It’s what makes her a decent 1v1 and 2v2 character.
However, she can give her armor to an ally and shield block projectiles, which makes her a great 2v2 partner. Partner this with a Shaggy, and there’s potential to use the shield to block projectiles for a Shaggy while he channels his Rage, or use the armor if bruisers are onto him while peeling with some basic Wonder Woman combos.
Alternatively, the same exact theory applies to other team carry fighters. It doesn’t matter if it’s an assassin player, mage, or bruiser. Wonder Woman can shield an ally who is about to get their extended combo interrupted or protect any ally at a key time and change how the game plays. This can come in to save a mage player like Tom and Jerry, who will take the armor and scatter while Wonder Woman comes in and takes the hit or lands a combo herself. It gives the other player a chance to get back in position to do their combo and come back into the fight safe and sound.
Are there any comps that you love using in 2v2 MultiVersus game mode? Let us know in the comments!
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