Overview
This is a thorough guide compiling how to unlock every variant Hero and Villain currently in the digital version of Sentinels of the Multiverse.
Introduction
This is a guide for every variant currently in the digital version of Sentinels of the Multiverse, though much of this information can be found at [link] their layout is a bit invonvenient to use while playing. I think the layout here is easier to use; I hope you find it helpful.
Each entry has an Unlock section with the official instructions for unlocking the variant and many (but not all) have Tips that reflect my experience unlocking them that are hopefully helpful to you, though you are of course free to ignore them entirely and do your own thing.
Happy Unlocking!
Recent Update Stuff:
Added:
Akash’Thriya: Spirit of the Void
Ivana Ramonat: Luminary
La Comodora: Curse of the Black Spot
Blood Mage: Lifeline
Dark Watch: The Harpy
Completionist Guise
Villains
Unlock: Defeat standard Baron Blade. Then, while fighting Citizen Dawn, destroy Citizens Blood, Sweat, and Tears in the same round.
Unlock: Defeat standard Spite and GloomWeaver. Then, do one of the following:
Defeat Spite: Agent of Gloom in Rook City on his “Broken Vessel” side with zero cards under the Safe House and at least five Victims in play.
-OR-
Be defeated by Spite: Agent of Gloom in Rook City on his “Agent of Gloom” side with no more than two Drug cards face up. Spite must have destroyed at least five Victims.
Unlock: Defeat Infinitor with damage dealt by a Construct. Captain Cosmic must be the first hero and no heroes may be incapacitated. Each different Manifestation must enter play at least once.
Tips: The manifestations will likely all come out in the course of play but in case you want to keep track they are: Crushing Cage, Lambent Reaper, Occular Swarm, Recalescent Hellion, and Twisted Miscreation. Kill the Occular Swarms so you aren’t too overwhelmed but try to keep most of your damage on Infinitor himself. The two cards that can fulfill the Construct requirement are Autonomous Blade (it will attack after damage is already dealt) and Wounding Buffer (Reactive to the person it is next to being hit, it will hit back). It is important that you do the math such that one of these takes out Infinitor with Autonomous Blade being easier by far.
Unlock: Lose a game against regular Kismet in The Block, with at least K.N.Y.F.E., The Argent Adept, and Fanatic on the team. Over the course of the game, the Talisman must spend more full turns in hero play areas than full turns in the villain play area.
Unlock: Defeat standard Omnitron. Then, while fighting Grand Warlord Voss, destroy two spaceships in the same round.
Unlock: Defeat standard Spite. Then, defeat GloomWeaver by having 3 villain relics in the villain trash. At least two of the following must be in play: Cursed Acolyte, Profane Zealot, Chosen Disciple, or Ophidia the Deceiver. No Voodoo Pin may be in play.
Freedom Five Prerequisites
This must be done before any Freedom Five variant can be unlocked:
First, the Prime Wardens (all variant members) must be defeated by Progeny anywhere other than Rook City or Megalopolis. Then, Dark Watch (all variant members) must by defeated by Progeny in Rook City. Then, the Freedom Five (non-variant members) must be defeated by Progeny in Rook City.
Absolute Zero
Unlock: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Absolute Zero must be dealt over 29 fire damage and must deal over 29 cold damage. Absolute Zero must have at least 6 Ongoing cards in play at one time.
Unlock: Lose a game to Iron Legacy with regular Absolute Zero on the team. Then, defeat any villain with regular Absolute Zero and without a Legacy on the team. Each of Absolute Zero’s equipment cards must be destroyed at least once, and he may not be incapacitated.
Tips: Absolute Zero’s equipment cards are Cryo Chamber, Focused Apertures, Isothermic Transducer, and Null-Point Calibration Unit. I recommend either using Unity to destroy his equipment while she brings out bots (if you prefer to be in control of the destruction) or fight a villain like Omnitron that consistently wipes all equipment off the board.
Unlock: In a single non-hero turn, regular Absolute Zero must take over 10 damage, regain over 10 HP, and deal over 10 damage to a single non-hero target (in one shot). These three things can happen in any sequence, but all must occur on the same turn.
Tips: I found this to be easiest utilizing Insula Primaris with two Obsidian Fields and the Volcano out (Absolute Zero will also need both modules out). You only really need one redirect (that doesn’t reduce damage output) for this to work, so Tachyon with Synaptic Interruption or Nightmist with the Amulet of the Elder Gods are my preferred/easiest options. You just need to have Absolute Zero get hit once normally (hitting the villain for 10+ in retaliation) and then hit AZ again with one of the redirects, this time hitting himself to heal for 10+. Not too hard. Dark Visionary is a very useful addition to manipulate the environment deck. Legacy is an optional addition for a backup damage bonus.
Akash’Thriya
Unlock: Win a game in Nexus of the Void with Akash’Thriya on the team. Each unique primordial seed must enter the environment deck. Akash’Thriya must be reduced to 9 or less HP, then recover back to full HP. Akash’Flora must be in play at the end of the game without ever having left play.
Argent Adept
Unlock: Win a game with any version of the Argent Adept on the team. Every time the Argent Adept uses a power, perform text, or accompany text that can benefit himself, he must benefit himself. The Argent Adept must deal at least 20 damage over the course of the game.
Unlock: Lose a game to Akash’bhuta with the regular Argent Adept on the team. Then, defeat Akash’bhuta with the regular Argent Adept as the first hero; the rest of the team must be regular Haka, regular Captain Cosmic, regular Tempest, and Redeemer Fanatic (in any order). Each of the Argent Adept’s instruments must enter play during the game.
Tips: The six instruments in question are: Akpunku’s Drum, Drake’s Pipes, Eydisar’s Horn, Musaragni’s Harp, Telamon’s Lyra, and Xu’s Bell. You should basically be focusing Argent Adept’s turns on getting these out either through Instrumental Conjuration or card draw. Because these only need to enter play once each do not be afraid to use End of Days to wipe the board whenever necessary; it will make Akash’bhuta hurt themself pretty badly in most cases and it honestly won’t set you back much with this hero line up.
Unlock: Win a game in Insula Primalis with the regular Argent Adept on the team. The Argent Adept must use his Vocalize power to activate each of his unique Melody, Harmony, and Rhythm cards at least once each.
Benchmark
Unlock: First, win a team mode game wherein you play at least (100 – 10*X) equipment cards and destroy at least (50 – 5*X) devices, where X is the number of RevoCorp related decks in the game. Then, play an equipment card. The list of RevoCorp related decks is: Ambuscade, Baron Blade, Benchmark, Expatriette, Friction, Fright Train, Luminary, Parse, Plague Rat, and Setback.
Bunker
Unlock: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Bunker must discard each unique Mode card at least twice. Bunker must deal at least 4 different types of damage to Progeny.
Unlock: Lose a game to Iron Legacy with regular Bunker on the team. Then, defeat any villain with regular Bunker and without a Legacy on the team. Bunker must draw at least 12 cards, and he must be the only incapacitated hero.
Tips: This is fairly easy to do if you get out Ammo Drop+Auxiliary Power Source, and then set him into Recharge mode until you need him to get taken out. A card draw hero (Freedom Six Tachyon or Argent Adept for instance) will speed this unlock up a bit but aren’t really necessary.
Unlock: Play all three mode cards in the same game.
Tips: Bunker’s modes are Recharge Mode, Turret Mode, and Upgrade Mode. So long as you draw into them you can very easily play one each on three consecutive turns and be finished.
Unlock: Defeat Omnitron in Omnitron-IV with regular Bunker as the first hero. Then, defeat Cosmic Omnitron in Omnitron-IV with regular Bunker as the last hero. At the end of both games, Bunker must be active and have less than 10 HP.
Captain Cosmic
Unlock: Defeat Infinitor with regular Captain Cosmic on the team. 10 Manifestations and 5 Constructs must be destroyed. Captain Cosmic must deal the final blow to Infinitor.
Unlock: Prime Wardens Argent Adept must be unlocked. Then, in a game in Dok’Thorath Capital, standard Captain Cosmic must prevent a total of 20 damage that would be dealt to other heroes or refugees. The prevention must be accomplished with Energy Bracers or by redirecting damage from Abject Refugees to Captain Cosmic.
Unlock: Win a game in the Enclave of the Endlings with regular Captain Cosmic on the team. At least 10 Construct cards must enter play. By using his own card effects, damage from himself, or damage from Constructs, Captain Cosmic must destroy at least 10 Construct cards.
Chrono-Ranger
Unlock: Win a game against Ambuscade in the Wagner Mars Base with any versions of Tachyon and Chrono-Ranger on the team. Tachyon must not be incapacitated. Chrono-Ranger must not play any bounties on targets other than Ambuscade. Neither Tachyon nor Chrono-Ranger may deal the final blow to Ambuscade.
La Comodora
Unlock: Win a game in Time Cataclysm with La Comodora on the team. Each of La Comodora’s unique equipment cards must be in play at one time. After that, each of her unique equipment cards must be in her trash at once. La Comodora must deal the final blow with at least 10 damage using Run Aground.
Expatriette
Unlock: Defeat Baron Blade in Rook City with Expatriette using the card “Unload” to fire guns at least 3 times at Baron Blade to destroy him.
Tips: This basically just requires patience (hold on to Unload in your hand) and some mental math. In general 7 HP is where you want to get him before dropping Unload; Tactical Shotgun plus any two other guns will fulfill the requirements at that point.
Fanatic
Unlock: Prime Wardens Argent Adept must be unlocked. Then, in a game against Apostate, regular or Redeemer Fanatic must destroy 2 Imp Pilferers, 2 Fiendish Pugilists, and 2 Relic Spirits.
Tips: I recommend bringing Visionary so you can manipulate Apostate’s deck and discard; you can more or less guarantee all demons and no relics which speeds this up quite a lot.
Unlock: Defeat Apostate with damage dealt by Fanatic using the power on “Absolution.” Undaunted must be in play. Prayer of Desperation must have been played at some time after Fanatic was restored by Aegis of Resurrection.
Unlock: Win a game in the Court of Blood with regular Fanatic on the team. Fanatic must destroy each unique Vampire at least once. Fanatic must not be dealt any infernal damage.
Guise
Unlock: First, unlock all other variants via their story challenges. Then, in any order, earn a mint cover on a Weekly One-Shot, and activate the special form of Guise or Santa Guise.
Tips: For special forms Guise must be in the first position, then:
-regular Guise: Have at least one copy of each unique card in your trash at the start of your turn, have Selling Out in play at the start of your turn, have played Best Card Ever! since your last turn
-Santa Guise: Have at least two cards face down in each hero play area and have Lemme See That in play at the start of your turn.
Unlock: Guise bless us every one! It’s a Giftmas Miracle™!
In a game with Guise on the team, allow a single player to take 25 actions outside their turn. Valid actions are playing a card, using a power, or drawing a card. The actions must be caused by hero cards, powers, or incapacitated abilities.
Haka
Unlock: Prime Wardens Argent Adept must be unlocked. Then, defeat Ambuscade with regular Haka on the team. At the end of the game, Haka must the only active hero, and be at maximum HP.
Unlock: Win a game where Haka is the only non-incapacitated hero. Then, defeat any villain in The Final Wasteland, playing each “Haka of” card at least once each. Again, Haka must be the only non-incapacitated hero.
Tips: The “Haka of” cards are Haka of Battle, Haka of Restoration, and Haka of Shielding. Use of Taiaha to hit a friend and the villain is an easy way to guarantee Haka will stand alone.
Unlock: Win a game in Magmaria with regular Haka on the team. Haka may never have any equipment cards in his play area. Haka must destroy at least 5 villain targets and at least 5 environment targets.
The Harpy
Unlock: Defeat Advanced GloomWeaver in the Realm of Discord with The Harpy on the team. Flip all control tokens to avian, then all to arcana. After that, they must remain all arcana until the end of the game. The Harpy must destroy at least one villain relic, and may not be incapacitated.
K.N.Y.F.E.
Unlock: In a game with regular K.N.Y.F.E. in The Block, have K.N.Y.F.E. destroy 5 Agents other than Warden Hoefle. K.N.Y.F.E. may not destroy Warden Hoefle.
Legacy
Unlock: Defeat Ambuscade in Silver Gulch with no hero character cards over 9 HP and Legacy not on your team.
Unlock: Baron Blade himself deals damage that incapacitates Legacy in Wagner Mars Base.
Tips: Lead from the Front basically does this unlock for you, just be careful that Blade Battalion or Powered Remote Turret are eliminated quickly so that it’s definitely the Baron taking Legacy out.
Unlock: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Legacy must prevent at least 20 points of damage and must prevent more damage than he increases. Danger Sense must be played during the game.
Lifeline
Unlock: Win a game in the Court of Blood with Lifeline on the team. Play each of Lifeline’s unique one-shots while both copies of Cosmic Immolation are in play. Lifeline must be incapacitated by Blood Countess Bathory. No other heroes may be incapacitated.
Luminary
Unlock: First, defeat Baron Blade in the Realm of Discord without Luminary on the team. Then, win a game in Freedom Tower with the Freedom Five (any variants). Then, in a game in Megalopolis with Luminary on the team, use the power on each Doomsday Device while at least 15 cards are in Luminary’s trash.
Mr. Fixer
Unlock: The Operative herself deals damage that incapacitates Mr. Fixer in Rook City. Bloody Knuckles, any one Style, and no Tool must be in play.
Tips: Tony Taurus is built into the required environment and is an incredibly easy way to ensure the Operative (high hp villain) hits Mister Fixer, who should be hurting by the time this card is in play.
The Naturalist
Unlock: Win three games where regular The Naturalist deals the final blow to the villain. Each different villain must be defeated while The Naturalist is in a different form.
Nightmist
Unlock: In the Realm of Discord, deal damage to both hero and villain targets with an Oblivion play that revealed two 4 spell icons. Expatriette must be on the team and Master of Magic must be in play
Tips: There’s a straightforward (for Nightmist) way to do it if you remember this unlock doesn’t actually require you to win, just do this one thing. If you give Nightmist some card draw support allies and dig deep, only play 4 spell icon one shots (plus the required Master of Magic) and play Mists of Time right before dropping Oblivion then you’ll be guaranteed an unlock. A bit of trouble but not too bad.
Omnitron-X
Unlock: Defeat regular Omnitron with Omnitron-X and Unity on the team; neither of them may be incapacitated. Then, defeat Cosmic Omnitron with Omnitron-X and Unity on the team; Omnitron-X must be incapacitated, but Unity may not be incapacitated. Then, defeat any villain with Unity and without Tachyon or Omnitron-X on the team. Construction Pylon, Modular Workbench, Scrap Metal, Supply Crate, and Volatile Parts must be in play. Robot Reclamation must be played at least once.
Parse
Unlock: Defeat Progeny with regular Parse on the team. At the end of the game, Parse must have at least 10 ongoing cards in play, and must be at exactly 1 HP.
Ra
Unlock: A member of The Ennead deals damage that incapacitates Ra. The Staff of Ra, Flame Barrier, Flesh of the Sun God, Living Conflagration, Solar Flare, and Wrathful Gaze must be in play.
Tips: This is another one that unlocks mid-game without worrying about winning. Mainly you just need to make sure you draw into every one of the above cards. Pair him with card draw and/or play card decks as allies so he can get everything out… then just let him go down. The Ennead knows what to do.
Unlock: Defeat the Ennead in the Tomb of Anubis with Ra: Horus of Two Horizons as the first hero. Fanatic may not be on the team. During the game, Ra must be reduced to 1 HP, then restored to maximum HP. Ra must deal the final blow to at least 3 members of the Ennead.
The Scholar
Unlock: Defeat either GloomWeaver or Apostate with The Scholar incapacitated. The Scholar must have healed hero targets for at least 20 HP in total.
Tips: Expect the Worst, Get Out of the Way!, Proverbs and Axioms, Solid to Liquid (if you’re having Scholar tank damage), Transmutive Recovery, and The Scholar’s own Hero Power are what will directly affect the total. I recommend keeping a running total going either on paper or a text editor as you play the game so you know when to start taking down The Scholar, likely with your own team’s damage. Between the two villain choices I personally find Gloomweaver to be quite a bit easier/manageable.
The Sentinels
Unlock: Lose a game with regular The Sentinels incapacitated at the end. The Sentinels must be incapacitated before any other heroes are incapacitated. All four Signature cards along with Sentinel Tactics must have been in play at the same time during the game.
Setback
Unlock: Defeat The Chairman in Rook City with the 4 hero team: Setback, Dark Watch Expatriette, Dark Watch Mr. Fixer, and Dark Watch NightMist (in any order).
Tips: This one is hard if you just jump right in. I recommend setting up Setback first with Dark Watch Mr. Fixer second. Restart the game until Setback starts with Friendly Fire and Mr. Fixer has Dual Crowbars. You’re basically sacrificing about 90% of Setback’s HP in order to take out the Operative on turn one. You’ll likely still need a well timed Silver Lining and Grease gun but it’s much easier without the Operative smacking everyone around.
Sky-Scraper
Unlock: Win a game against Baron Blade with regular Sky-Scraper on the team. Three separate times in the game, Sky-Scraper must be Tiny, Normal, and Huge over the course of a single turn.
Stuntman
Unlock: First, defeat Ambuscade (classic mode) without any heroes getting incapacitated. Then, defeat Ambuscade (team mode) without any heroes getting incapacitated. Then, defeat The Chairman in Pike Industrial Complex with The Sentinels on the team. At the end of that game, all heroes except Mainstay must be incapacitated.
Tachyon
Unlock: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Tachyon must play at least 10 cards in one turn. Tachyon must run out of cards in her deck and thus shuffle her trash into her deck at least once. Tachyon must be incapacitated.
Unlock: Lose a game to Iron Legacy with regular Tachyon on the team. Then, defeat any villain with regular Tachyon and without a Legacy on the team. Fleet of Foot must be played at least 5 times.
Tips: There are three Fleet of Foot in the deck so you need to play two of them twice. This unlock is helped by card draw so you can mill yourself into getting your trash shuffled back in and by heroes capable of bringing the trash back immediately (Argent Adept, Nightmist). Once you pull that off you’ll be the proud owner of one of the biggest force multiplier heroes in the game.
Unlock: Put five or more Burst cards into the trash in a single turn.
Tips: Get HUD Goggles out early then use Fleet of Foot and Lightning Reflexes to throw out whatever Burst cards you’ve got, just make sure you do a quick count first.
Tempest
Unlock: Lose a game to Iron Legacy with regular Tempest on the team. Then, defeat any villain with regular Tempest and without a Legacy on the team. Aquatic Correspondence, Localized Hurricane, and Reclaim from the Deep must be played at least once each. Tempest must be the only incapacitated hero.
Unlock: Prime Wardens Argent Adept must be unlocked. Then, with regular Tempest in a game, play Ball Lightning, Chain Lightning, and Lightning Slash at any time when Electrical Storm, Grievous Hail Storm, Localized Hurricane, and Vicious Cyclone are all in play.
Unlock: Win a game in Dok’Thorath Capital with regular Tempest on the team. Tempest must deal at least 1 damage on each of Tempest’s turns. At the end of the game, both Gene-Bound Shackles and Elemental Subwave Inducer must be in play.
Unity
Unlock: Lose a game to Iron Legacy with regular Unity on the team. Then, defeat any villain with regular Unity and without a Legacy on the team. Unity must end the game with more mechanical golems in play than her HP.
Tips: Pair her up with heroes that allow other heroes to play cards (her golems can be played normally outside her own turn) like Argent Adept or Omnitron-X. Avoid fighting villains that attack “lowest HP” targets so her golems stay alive.
Unlock: In a game with regular Unity on the team, more than 5 times (H) hero targets must be in play for a complete round (from the start of the villain turn through the end of the environment turn). Only hero targets that have HP printed on their card count.
The Visionary
Unlock: Defeat GloomWeaver on his “Demon-God Incarnate” side using The Visionary. Telekinetic Cocoon must have been destroyed at the start of The Visionary’s turn.
Tips: Use The Visionary’s deck manipulation to set it up so that the relics come out quickly and you aren’t overwhelmed by cultists/zombies once Gloomweaver is flipped. Because of how important it is to have Telekinetic Cocoon in hand by the end game you should have at least one card draw hero paired with her. Also be sure to have one of her damaging one-shots saved in hand for the final blow: Cerebral Hemorrhage, Mind Spike (my preferrence), or Psychic Maelstrom.
Unlock: Complete a game in the Enclave of the Endlings with the regular Argent Adept and Dark Visionary on the team. The Argent Adept must use the effects of at least one melody, one harmony, and one rhythm on Dark Visionary. Dark Visionary must be incapacitated, and the Argent Adept may not be incapacitated.
Void Guard Doctor Medico
Unlock: First, Void Guard Dr. Medico must be dealt 50 damage in a single game. Then, Void Guard Dr. Medico must destroy Re-Volt.
Void Guard Idealist
Unlock: First, 5 Concepts must be in play with at least 2 cards under each of them for at least 2 rounds. Then, in the same game, 5 Concepts must be in play and no Concept may have a card under it.
Void Guard Mainstay
Unlock: First, all 3 of Void Guard Mainstay’s equipment cards must enter and remain in play for at least 3 rounds. Then, in the same game, Void Guard Mainstay must destroy all 3 of his equipment cards in one turn.
Void Guard Writhe
Unlock: Complete a game with Void Guard Writhe on the team. Void Guard Writhe must play at least 1 equipment card and at least 1 ongoing card. Whenever Void Guard Writhe has an ongoing card in his play area, he must have more equipment cards than ongoing cards in his play area.
The Wraith
Unlock: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Trust Fund must be played at least 3 times. The Wraith must draw at least 20 cards and play Smoke Bombs at least once.
Unlock: Lose a game to Iron Legacy with regular The Wraith on the team. Then, defeat The Chairman with The Wraith as the first hero and without a Legacy on the team. The Wraith must deal the final blows to The Chairman and The Operative.
Unlock: Use the Infrared Eyepiece power twice in the same turn.
Tips: Extremely easy. Get out a Utility Belt, two Infrared Eyepieces, use both and you are finished.