Swarm

Villain| City| Bio| Controller| Spider-Verse| Sinister-Six| Infestation A deadly member of the Sinister Six, Swarm exists as a sentient hive of killer bees controlled by one evil mind.

Character Abilities

Bee Ball

– 1 +

Bee Scream

– 1 +

Bee Gone

– 1 +

Buzz Kill

– 1 +

Marvel Strike Force Swarm is a tactical Controller whose abilities revolve around managing his Charge mechanic. If he’s out of Charges, using abilities damages him instead. He works best with Sinister Six allies, especially Doctor Octopus, who help maintain his Charges.

Basic – Bee Ball: Hits primary and adjacent targets with Drain. If Charged, he loses one; if not, he damages himself. T4 adds more damage and guarantees chaining.

Special – Bee Scream: Deals damage and applies Disrupted. Additional strikes apply Defense Down and Slow if those debuffs are already present. Costs one Charge or causes self-damage if uncharged. T4 boosts damage.

Ultimate – Bee Gone: AoE attack that applies Bleed. At T4, Bleed lasts two turns and damage increases. In War Defense, gains extra effects if Spider-Man (Big Time) is present.

Passive – Buzz Kill: Starts with four Charges. Heals and flips debuffs when Charged, with Dodge Chance scaling by Charge count. T4 enhances healing, Dodge, and gives a War Defense damage boost to Infestation allies.

Swarm is strong but fragile timing and team support are key to avoiding self-damage and maximizing his impact.

Team Synergies and Best Uses

Swarm is a conditional but flexible Controller in Marvel Strike Force, relying heavily on managing his Charges. He excels in Sinister Six teams especially with Doctor Octopus, who replenishes his Charges and prevents self-damage. This pairing makes Swarm a strong pick for Alliance War Offense, where he opens with Disrupt, follows with AOE Bleed, and gains healing and buff-flipping utility.

He also has surprising synergy with the AIM faction, particularly with Scientist Supreme, converting team-wide debuffs into buffs and benefiting from AIM's healing and revive abilities.

In Spider-Verse, Swarm pairs well with Spider-Man (Big Time) in War Defense, enhancing his ultimate without extra Charge cost. He also has situational value with Symbiotes and Hela, though his self-damage risk requires strong healing support.

Swarm performs best in Alliance War and Blitz, where battles are short and Charges last. He can work in Raids or Dark Dimension with enough healing, but isn't ideal for Shuri unlock unless you're already investing in Doctor Octopus.

In short, Swarm is high-risk, high-reward powerful when properly supported, but punishing when mismanaged.

Iso-8 Recommendations

Swarm’s Iso-8 class in Marvel Strike Force should enhance his multi-target attacks and debuff potential. Raider boosts his Crit stats and suits his AOE abilities, making it ideal for teams that can follow up on Vulnerable enemies. Striker is a strong alternative if your team already applies Vulnerable reliably, giving Swarm bonus attacks to reinforce his debuffs.

Boosting Health and Focus through Iso-8 stats also improves his survivability and debuff accuracy crucial due to his self-damage when uncharged. Choose the class that best fits your team’s Iso-8 balance and Swarm’s disruptive role.

T4 Ability Upgrade Priority

To get the most from Swarm in Marvel Strike Force, focus T4 upgrades on boosting survivability, damage, and debuff reliability especially valuable in War Defense and teams that manage Charge well.

Start with the Passive – Buzz Kill, which improves healing when Charged, boosts Dodge Chance, and adds a War Defense damage bonus for Swarm and Infestation allies, making it the most impactful upgrade.

Next is the Ultimate – Bee Gone, which deals more AOE damage and extends Bleed duration, significantly increasing his threat particularly when paired with Spider-Man (Big Time) in War Defense.

The Special – Bee Scream is also worth upgrading, as it increases damage output across all hits, making it more effective against pre-debuffed enemies.

The Basic – Bee Ball is the least essential, offering more damage and guaranteed chaining but little impact on Swarm’s core mechanics.

In short, prioritize Passive, then Ultimate, followed by Special and Basic, to enhance Swarm’s role as a durable, debuff-heavy Controller.

Gameplay Tips and Considerations

Swarm is a high-risk, debuff-focused Controller in Marvel Strike Force, heavily reliant on his Charge mechanic and team synergy. He begins each battle with four Charges and loses one with each ability use; once depleted, he starts damaging himself, making Charge management essential.

He performs best alongside Doctor Octopus, who replenishes Charges for Sinister Six allies. This synergy prevents self-harm and allows Swarm to open with Disrupt and follow up with AOE Bleeds. In Alliance War Offense, he thrives in Sinister Six lineups, while in War Defense, pairing him with Spider-Man (Big Time) enhances his ultimate ability without costing an extra Charge.

Swarm also works surprisingly well with the AIM faction, especially Scientist Supreme, by converting her debuffs into buffs when Charged. AIM’s revival mechanics can restore Swarm with full Charges if he falls, extending his effectiveness. He is safer to use in Blitz due to short battles that rarely exhaust his Charges, but he struggles in Raids unless paired with strong healers to offset self-damage.

For Iso-8, Striker is ideal if the team applies Vulnerable consistently, giving Swarm extra attacks and better debuff coverage. Raider is also viable, enhancing his critical damage on multi-target attacks and helping spread Vulnerable. Investing in Health and Focus improves his durability and debuff reliability.

The best T4 upgrade is his passive, Buzz Kill, which doubles healing when Charged, increases Dodge Chance, and boosts damage for Infestation allies in War Defense. His ultimate, Bee Gone, is next, extending Bleed and increasing AOE damage. Upgrading his special, Bee Scream, improves damage and adds utility through Slow. His basic, Bee Ball, offers additional chaining but is the least impactful and lowest priority.

Swarm fits naturally in Sinister Six teams with Doctor Octopus, Vulture, Green Goblin, and Mysterio, or in hybrid setups with Symbiote Spider-Man, Venom, and Carnage, where his Bleeds complement their spread mechanics. He can also pair with Hela to spread debuffs, though lack of healing and Charge regeneration limits this combo.

Swarm is a fast but fragile character, relying on early Disrupts and Bleeds to control the battlefield. His survival hinges on Charge upkeep, healing, and Dodge Chance, especially with T4 upgrades. His flashy design adds to his appeal, though it's important to remember that Doctor Octopus won't summon Swarm, as he follows a specific Sinister Six summon order.

Overall, Swarm is a powerful but delicate character whose full potential depends on careful team building, proper Charge management, and strategic use in game modes like Alliance War and Blitz.

Swarm in Different Game Modes

Swarm’s effectiveness in Marvel Strike Force heavily depends on team composition and battle length, with his Charge mechanic being central to his usability. He performs best in Alliance War, where short battles and strong synergy with Doctor Octopus allow him to shine.

On Alliance War Offense, pairing Swarm with a Doctor Octopus-led Sinister Six prevents self-damage from Charge loss and lets him fully utilize his debuffs, including team-wide Bleeds from his Ultimate. He also fits in hybrid teams with Symbiotes thanks to his Bleed output, though he may be swapped out depending on matchups.

In War Defense, Swarm’s Passive boosts damage for Infestation allies, and pairing him with Spider-Man (Big Time) enhances his Ultimate without extra Charge cost. However, without Doctor Octopus, he risks self-damage as Charges run out, reducing his reliability in prolonged fights.

In Raids, Swarm struggles due to long battles and limited healing, making him a risky pick unless paired with strong sustain, which remains inconsistent. Blitz is a better fit, with short battles allowing Swarm to debuff quickly without running out of Charges. He also works well with AIM, flipping debuffs into buffs thanks to Scientist Supreme.

Swarm sees limited use in Arena and Real-Time Arena due to Charge issues, though his early control potential can be impactful in some matchups. He’s generally not recommended for Dark Dimension or Campaigns, where longer fights expose his sustainability flaws. For Legendary unlocks, he’s rarely used, as other Sinister Six or Spider-Verse characters are easier to manage.

Overall, Swarm offers strong burst damage and control in short battles, especially with Charge support from Doctor Octopus. With the right team, he’s a potent asset in War and Blitz, but less viable in long-form modes without healing or Charge regeneration.

Frequently Asked Questions (F.A.Q)

❓ Who is Swarm in Marvel Strike Force?

🧪 Swarm is a Sinister Six and Spider-Verse villain controller who specializes in Bleeds, Disrupted, and self-healing via his Charge mechanic.

⚡ How does the Charge mechanic work?

🔋 Swarm starts with 4 Charges.
🛠️ Using an ability consumes 1 Charge.
💀 If he runs out of Charges, he damages himself with each move.
💡 Doctor Octopus can replenish his Charges, making him key to Swarm’s success.

🧠 What team works best with Swarm?

👨‍⚕️ Sinister Six team with Doctor Octopus is ideal.
🕷️ He also pairs well with Spider-Man (Big Time) on War Defense.
🧬 Has niche synergy with AIM, especially with Scientist Supreme.

🛡️ Is Swarm good on War Defense or Offense?

✅ Both, but:
⚔️ Offense: Best when Doc Ock is present to maintain Charges.
🛡️ Defense: Strong if teamed with Big Time, but riskier without Doc Ock.