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This picks which goals start switched on and which milestones are already behind you. It changes nothing you cannot change back — every goal has its own toggle on the Goals tab, and every milestone its own tick. Pick the nearest match.
MSF Bench answers one question: who should I build next, and why. It reads the goals you are chasing, the roster you actually have, and works out where your next gear level does the most good. Three steps and it is useful.
The fastest way is Settings → Connect my Scopely account. You sign in on Scopely's own page, and your levels, gear, stars and Iso come across in one press. It takes about ten seconds and beats typing 382 characters by hand.
No account, or you would rather not connect? The Roster tab takes it by hand, and the Import / export box in Settings takes a pasted list.
The panel at the top of the page asks for your stage — brand new, Dark Dimension open, Iso-8 era, endgame. It switches on the goals that make sense for you and ticks the run-plan steps you are already past. Nothing it does is permanent: every goal has its own switch on the Goals tab.
The Build queue is the answer. Each row shows what your active goals want from that character and how far off you are. Pin anyone you have decided on and they hold the top; ignore anyone you have ruled out and they drop away, freeing the slot for a real suggestion.
Every tab explains itself at the top — press the − beside any heading to fold that away once you have read it. In one line each:
| Tab | What it answers |
|---|---|
| Build queue | Who do I gear next? |
| Goals | What am I chasing, and how close is each one? |
| Roster | What do I actually have? |
| Ratings | How good is a character, or a squad, per game mode? |
| Squads | Which squads am I closest to finishing? |
| Squad path | Which squad is worth chasing next, long term? |
| What’s played | What does everyone else actually field? |
| Acquire | Who should I spend credits and shards on? |
| Run plan | What unlocks when, in game order? |
| Gear lanes | Where is my gear actually going? |
Ratings blend, they do not vote. A score starts as the site owner’s judgement and is replaced by players’ as they arrive — gradually, not all at once. At a hundred ratings the owner’s seed counts for nothing at all. Ratings are also weighted by whether you own and have built the character, because someone who has actually run a squad tends to know more about it.
Popular is not the same as good. What’s played is Scopely’s own record of what the playerbase fields. A cheap starter squad everyone runs sits near the top of it. Read that tab for what you will meet in a match, and the Ratings tab for how good something actually is.
No. Everything works signed out — it just lives in that one browser, so you lose it if you clear your browser data or switch device. Signing in saves it to your account instead, and lets you connect Scopely.
No, and we never ask for it. You sign in on Scopely’s own page and they hand us a key that only reads your roster and profile. You can revoke it from Settings, or from your MARVEL Strike Force dashboard, at any time.
Scopely asks for your email and your browser may suggest the wrong one. Check the line in Settings after importing — it names the account and its commander level. If it is the other one, disconnect, connect again, and read the address before you tap it.
Characters started with marvel.church’s scores, with thanks, and are being replaced by this site’s own and then by yours. Squad scores are this site’s from the start — nobody else rates whole squads per mode.
No. Your roster is readable only by your own account. Ratings you give are published as part of an average, never individually and never with your name on them.
Missing information, never a zero. An unrated mode is skipped rather than counted as bad. A dash says nothing about how good someone is.
Email msfbench@gmail.com. A person reads it. Game data refreshes monthly, so a brand-new character may take a few weeks to appear; anything else is probably a bug worth reporting.
Scored from the goals you have switched on, weighted so that characters serving more than one goal rise, and nudged so the five gear lanes stay balanced. Each row shows the exact level every active goal wants from that character, and how far off you are. Each row also carries a long-term-value badge, so you can see whether a suggestion is a team still doing work or a legacy body filling a bracket. Characters you have not unlocked are hidden by default — untick Owned only to see them as an acquisition list instead. Pin anything an event makes urgent; use the arrows to override.
Plug & Play is a 5 only for genuine go-anywhere characters. Doctor Octopus improves any of the …Six squads and Captain America any Avenger variant — that is real, and it is what this column is for, but it is family flexibility rather than global. Those belong around 4. Keep 5 for a character who lands in almost any five and carries, and 1 for someone who only works with their own squad around them.
Plug-and-play is yours, and it hits hardest. Score anyone 1 to 5 on the box at the end of their row, or in the P&P column on the Roster tab: 5 means they drop into any five and carry, 1 means they only work with their own squad around them. Nothing fills this in for you — not the game data, which only knows who is eligible, and not the community ratings, which judge a character inside their intended team. It is deliberately the loudest dial in the scoring: at heavy a 5 outweighs a 1 by more than three to one, which is enough to pull someone up past characters who are closer to a threshold. Blank is neutral, not zero — an opinion you have not formed yet is not a low opinion, so an unrated character is neither helped nor punished, and the counter beside the dial tells you how much of your roster you have actually scored.
Origin and domain narrow the view, not the maths. Filtering to Mystic shows your Mystic queue in the order it already held against the whole roster — nobody is re-scored as though the other four farms did not exist, because they are still competing for your time. Use origin when you are deciding what to feed one gear farm, and domain when a bracket is the thing that is short: Cosmic answers "what fills Dark Dimension VII's empty Cosmic slots". The arrows switch off while a filter is on, since they move a character within the whole queue and a click would look like it did nothing.
What a roster update does and does not move. Scores are recalculated every time levels change, so the suggested order is always current. But the moment you use an arrow, the whole list is frozen as your manual order, and pins are always manual — neither reshuffles on its own, which is the point of them. Characters your active goals are done with sink to the bottom marked Finished rather than holding a slot. Re-sort, keep pins throws away the frozen order and re-scores from your current roster while leaving your pins alone; Clear finished drops completed characters out of both.
Ignoring is the opposite of a pin. If a suggestion is one you have judged and rejected — a character you simply are not building — ignore it and it drops out of the running, freeing the slot for the next real suggestion rather than sitting in your top fifteen. It changes nothing about the scoring: an ignored character you own at the right level still fills its bracket, because it does in the game. Show ignored brings them back for a second look, and pinning one un-ignores it. The same control sits on Acquire, Teams and Squad path.
Every active goal contributes points to the characters that would move it forward, and only while they are actually short of that goal's threshold.
What this score is not. It measures eligibility and proximity — who can legally fill a slot that is empty, and how much work is left to get them there. It has no idea whether a character is any good in a fight. Every Cosmic body earns identical bracket points here, so a strong Cosmic attacker and a weak one are separated only by how close they already are and by the long-term-value badge. Where that badge says Unrated squad, the tracker is telling you it has no opinion, not that the character is weak. For the slots that care about winning rather than merely qualifying — raid lanes, Crucible, War — your own read on a character should beat this list, which is what the pins are for.
Switch goals off when you are not chasing them — the build queue rescores immediately. Counts are live against the levels on the Roster tab, and only count characters you have marked as owned. Hover any bracket row (or tab to it) to see exactly who is filling it and who is closest to joining them — on the two goals that need distinct bodies, Trepidation and Blue Marvel, the names come from the same assignment that produced the count, so nobody is listed twice.
Everything switched on, gathered in one place. These are the only goals the build queue scores against and the only ones that demand a level of anybody — though the Squad path tab and the carry-through weighting read all of them regardless.
Some unlocks take either of two squads, and the choice is yours to make. Nick Fury accepts five Cosmic Villains or five Heroes for Hire; Doctor Octopus takes X-Force, Wave I Avengers or Defenders. Left alone, the count and the build queue treat both roads as live and half the advice is for one you were never going to take. Pick a path and the goal narrows to it everywhere — the count here, and every suggestion the queue makes. Each option shows how many bodies qualify, how many of them are still earning their keep in current content, and how many you already have standing at the gate; that is usually the whole argument. Switch back to Either any time.
Tick a node off once you have actually run it. The checkbox beside each line means “done, reward banked”, not “my roster could do this” — a ticked node counts as full whatever your levels say, the bar becomes progress along the path rather than a roster audit, and the build queue stops suggesting characters for it. Untick any time to go back to live readiness. On a multi-step goal each step ticks separately, so Iso T3 L4 can be done while L5 is still ahead of you.
Every goal in the game’s own sequence, so you can see what is coming as well as what is live. Active ones are outlined here too — tick one in either place and it lights up in both.
The bar above counts bodies; this is the level each of those bodies has to reach. Gear, Iso-8 and stars are separate ladders — a goal gates on one of them and ignores the other two.
| Goal | Every character needs | How many | Unlocks |
|---|
Set the levels you actually have — a red box means that level is below what your active goals ask for, and the chips on the right spell out the target. Untick Owned for anyone you do not have yet — they stay visible for team-completion tracking but drop out of every readiness count.
Search matches squads as well as names. Type Sinister Six and you get all six together with their build ranks in one view, which is the question worth answering when ability materials only stretch to one of them. The count above the table names the squad it matched, so an unfamiliar face in the list is never a mystery.
| Own | Character | Rank | Stars | Gear | Iso-8 | P&P | Serves |
|---|
A parenthesised name is a different character with its own shards, its own traits and often a different gear origin — not an upgrade of the base one. The pairs that catch people out here:
One community site's read on how good each character actually is, per game mode, out of five. This is the dimension the game's own data cannot supply: Scopely publishes who is eligible for a slot, never who is any good in it. Tick the modes on the Build queue tab that you care about and the queue weights its suggestions by them.
Why so many blanks? Almost always the source’s page format, not a gap in anyone’s knowledge. Two thirds of the compiled scores — 249 of 379 characters, Invisible Woman among them — come from an older marvel.church layout with no Crucible Defense and no Battleworld column at all. The newer layout has both but drops Blitz. Nobody publishes Survival Tower, so that column stays empty until it is rated here. A dash means nobody has said, never rated badly, and these gaps are exactly what the seeding on this site is for.
Overall is the mean of every mode that has a score — a character rated in three modes is judged on those three, not marked down for the seven that are blank. Plug & Play stays out of it, being a multiplier rather than a mode. Its real job is as a second key: sort by any one column and the ties, of which a five-point scale creates a great many, are broken by Overall, so the strongest all-rounder leads the fives rather than whoever comes first alphabetically. Both tables sort the same way, and so does the Squads tab. The small /7 or /8 beside it is how many modes went into the average, because an average over seven is not the same measurement as one over nine.
Plug & Play is not a game mode. It is the one column here that asks how well a character works outside their own squad, and it is applied as a multiplier on top of whichever modes you tick rather than being one of them. Your own score is a seed, exactly as the site owner’s is for the game modes: it counts fully while few people have rated a character, and is tapered out as ratings accumulate — gone entirely at a hundred. The number the queue uses is that blend, shown beside your own so you can see the arithmetic rather than wonder why your 2 behaves like a 3.6. Nobody’s single opinion, the owner’s included, outweighs a hundred players at scale.
A dash is missing information, never a zero. An unrated mode is skipped, not counted as a bad score, and a character with nothing rated in the modes you have ticked is treated as exactly neutral — no lift, no penalty. The gaps are mostly a page-format artefact rather than neglect: the site's older character pages carry a Blitz row, while the rebuilt ones dropped it and added Crucible Defense and Battleworld. A character has one set or the other, never both, so missing Battleworld means their page predates the rebuild and says nothing about how good they are. The one thing that does get adjusted is thin evidence: a character judged on a single column is pulled part of the way back toward neutral, because one generous rating should not outrank a full profile. The badge on each queue row shows the count it was based on — 4.2\u2605 2/2 is a full read, 4.0\u2605 1/3 is a guess with a dashed outline round it.
The scale runs out of room at the top. Roughly two in five rated characters score 5 in every single mode, so these ratings are good at telling a strong character from a weak one and close to useless at telling a strong one from a great one. That is why ticking different modes often barely reorders the head of your build queue — the characters up there are already maxed on every column, so no combination of them separates the group. The ticks bite further down, where the spread is real: switching from Raid and Dark Dimension to Arena and Crucible moves the Orchis characters twenty to forty places, because they are rated 5 for PVE and 3 for Arena. The counter above the queue tells you, live, how much separation your current selection is actually buying.
Treat these as informed opinion, not fact. They are one site, they carry that site's biases, and they go stale — the pull date is stamped on the Build queue tab. Where a character has no row, they are too new to have a page. And a high Arena score is no reason to gear someone for Dark Dimension: read the column that matches what you are actually building for.
Score out of five, in the modes you actually play. Blank is a real answer — a squad you have never run is better left alone than guessed at.
How much your score counts. More if you own the squad and have built it, less if you have not: a rating from someone who owns none of it counts for a tenth. Nobody is stopped from rating anything — the weighting does the work quietly. You can change or clear any score at any time, and nothing you give is ever shown next to your name.
Sign in to rate. Scores are saved to your account so you can change them later, and so the same person is not counted twice.
You already score Plug & Play for your own characters on the Roster tab — how well someone works outside their own squad. Those scores are private to your browser and your account, and nobody else has ever seen them.
Share them and they join the community average for Plug & Play, the one dimension no other site measures. They stay anonymous, they keep updating as you change them, and you can withdraw them again.
A goal bracket that names a team is all-or-nothing: four of five ready scores exactly the same as none. These are ranked by how little work stands between you and a complete, gated squad — owned members short of the gate cost their remaining tiers, an unowned member costs a lot more, because you cannot gear someone you do not have. Members already high in your build queue are highlighted, so you can see when one character pays a goal and a team at the same time.
The build queue ranks characters. This ranks routes — because the thing that actually compounds is a squad, not a body. Five Mutants unlock Magneto. Five Mutants who happen to be the Hellfire Club unlock Magneto, and are Trepidation's Villain lane, and contain a character the Old Man Logan trial names outright. Same shards, three payoffs.
What earns points here is scarcity and reach, not power. A lane only a handful of characters in the game can fill is a standing commitment; "any 5 characters, no trait rules" is not a reason to build anybody, and counting those made all hundred-odd squads look identical. So wide-open brackets score zero. Whether a character is any good is the job of the community ratings and your own plug-and-play score — this measures whether the game will keep asking for them.
The trap this is built to expose. Early on, every goal you have switched on accepts anybody, so the cheapest body wins and the queue fills with characters nothing wants at endgame. Heroes for Hire cost the same five 7-star climbs as the Hellfire Club and score a fraction as much, because Nick Fury is all they ever do.
Your scores for every squad, per mode. These are what the site shows until enough players have rated something for the community to take over — at a hundred ratings your seed counts for nothing at all, which is the point.
Characters start with the scores the app has always shipped, which are marvel.church's. A cell you have not touched is shown in amber and still counts as theirs; typing over it makes it yours. The counter tracks how much is still borrowed — that number is what decides when the credit line on the site can change, rather than a guess.
A trait is not a squad. Anything with fewer than three or more than six members — Hydra, X-Men, Sinister Six, Spider-verse, Minion — is a trait, and the Ratings tab filters it out before a visitor sees it. Those rows sit at the bottom here, greyed, and are left out of the count, so the percentage is progress against what the site can actually show rather than against a total you can never reach.
Blank means no opinion, and that is a real answer. A squad you have never run should be left empty rather than guessed at; the blend simply uses whatever the community has. Type 1 to 5 and it saves and moves right on its own. 0 or Backspace clears a cell. Arrow keys move about.
A roster is 94% of what a player occupies, and it came from Scopely in the first place — so clearing one is not really a deletion. The player signs in, presses Import, and it is back. This leaves their account, their goals and every rating they gave completely alone, and it drops the Scopely connection of anyone who stopped playing, which is the one piece of stored data worth being nervous about.
Nothing here happens on a schedule. Check first, then decide.
What people do after they arrive. Private: every number here comes from a function that refuses anyone who is not an admin, checked by the database rather than by this tab being hidden. Two sources, labelled as you go — Vercel counts every visitor, signed in or not, without cookies; the database knows only people who signed in, and knows a great deal more about them.
Everything about your setup rather than about the game — where you are in the run, how your data is stored, moving it in and out, and starting parts of it over.
More than one game account? Scopely asks for your email, and your browser will helpfully suggest one. If it suggests the wrong address and you accept it, everything still succeeds — you just get the other account's roster. Your two-factor code arriving at the wrong inbox is the tell. Read the address before you tap it, and check the line above afterwards.
You sign in on Scopely's own page — we never see or ask for your Scopely password. We request three permissions: read your roster, read your profile, and stay connected so it can refresh later. Nothing else, and you can disconnect here at any time.
Signing out leaves this browser's copy alone — nothing is deleted.
Removes your account and everything saved to it: the roster, goals, settings and ticks. If you connected Scopely, we ask Scopely to cancel the access you gave us first, then delete our copy. This cannot be undone.
Ratings you gave stay in the community scores, with nothing linking them to you, because other people's scores are built on them. Tick the first box if you want them gone too.
The stage decides which goals start switched on and which run-plan steps count as behind you. Your level only affects the run plan — nothing in the scoring reads it. Connect Scopely and the level fills itself in and stays current with every import; type over it any time, and the next import will correct it again.
Prices only carries the shop prices you have corrected and the purchasable tick and cross log, and nothing else — no levels, no goals, no pins. Use it when the prices are the work: you type them in from the store by hand, they appear on no roster page, and nothing can rebuild them for you. Importing it touches prices and nothing else, so it is safe to paste in even when your roster has moved on since you exported.
Levels only gives a plain list of stars, gear, Iso-8 and plug-and-play — good for moving a roster in. Everything dumps the complete state, including prices, goals, pins, manual order, run-plan ticks and commander level — a whole-setup backup or transfer.
Paste a roster dump to fill levels in bulk. Accepts either a full export from this site, or a plain list like [{"name":"Venom","stars":5,"gear":16,"iso":"T2 L3"}]. Names must match the catalogue; anything unrecognised is listed back to you rather than silently dropped. Iso accepts either a number 0–15 or a label like T3 L3.
Signed in, your roster, goals, pins, prices and run-plan ticks are saved to your account, so signing in on your phone or another computer picks up where you left off. A copy is also mirrored into this browser as a fallback, and on load the page takes whichever copy is newest — except for corrected prices and shop notes, which are merged in from any copy that has them, because they are typed in by hand and exist nowhere else.
Signed out, everything stays in this browser and goes no further. The site works perfectly well that way — you just lose it if you clear your browser data or move to another device, so use the export box above as your backup.
The chip beside the title says where your last change went. Saved to your account means the server has it and any device will see it. This device only means you are signed out — which works fine, but only this browser has your data. Sync failed means the server could not be reached; your change is safe here and goes up on its own next time it can.
Worth knowing which parts keep themselves current and which need a person, because the honest answer is not the same for all of them.
| Data | Source | Kept current by |
|---|
So new characters and newly shipped squads arrive on their own and start being ranked immediately. A new Dark Dimension, raid, Legendary event or Scourge is the one thing that needs writing by hand — the monthly refresh flags any team no goal references yet, so it says when that is due rather than going quietly stale.
Each of these clears one thing and leaves the rest alone. Everything here is rebuildable from the game except corrected prices, which are not recorded anywhere else — export those first if you are unsure.
Scopely publishes how often every squad is fielded, across the whole playerbase, per game mode. This is that data — not a survey, not our opinion, and not scraped from anywhere. Loading…
It measures popularity, not power. A squad everyone runs because it is cheap to build is still cheap to build. Plenty of the most-played teams are starter teams. Read this as “what you will meet” and “what is worth knowing about”, never as a ranking of strength — the Ratings tab is where quality lives.
The same five characters get recorded separately for every order they are placed in, so the raw figures overstate how many distinct squads exist. These are collapsed: one row per squad, orders added together.
Every mode here is a mode you can play, except Roster. Scopely does not say what that one counts, and we will not pretend to know: its 72 squads are a strict subset of the others — all 72 also appear in Blitz — and it has the flattest spread of any tab, which reads like squads people keep assembled rather than matches they fought. Treat it as the least certain number on this page.
The build queue answers "what do I gear next". This answers the other half: what do I spend credits and shards on. It ranks every character you do not own by how much acquiring them would move the goals you have switched on, then tells you where they actually come from — a campaign node you can farm for energy, the Character tab in Supplies, or an event you cannot buy into at all.
This is the one thing the game's own data cannot tell you. Scopely's public API returns the same shard structure for a Battleworld reward as for a store character, with no source field at all. Everything in the Where from column is hand-collected from community pages, so treat it as a starting point rather than gospel — when the game tells you otherwise, correct it with the tick and cross and your version wins from then on.
The Character tab shows three rotating offers per Age, refreshing every four hours. You cannot plan around a specific character — you can only decide, when three names appear, which is worth the credits. Type them in.
Leave a cost blank and it assumes the top of that Age’s band. Type the real number when the shop shows you one — a character listed at 2,000 is a very different proposition to the same character at 7,000.
Everything is pre-marked purchasable except events, so use this for corrections: paste any names that turn out not to be in the tab and mark them in one go.
Ranked on the same score as the build queue, so the two tabs never disagree about who matters — the Build column shows where each would land once you owned them. Two things weigh in here that the build queue has no reason to care about: cost, since three cheap characters beat one expensive one when credits are the constraint, and route — Energy means a campaign node and that character arrives free eventually, while Credits means the Character tab is the only way in.
What unlocks when, and what to actually do at each stop. Everything before Commander Level 65 is prologue — Dark Dimension does not exist until then. Steps at or below the level you entered at setup are pre-ticked; untick anything you skipped.
Gear farms are split by origin, so two characters of the same origin compete for the same materials and two of different origins never do. The ideal is one active build per lane. Anything flagged hot means your queue is stacking that farm.
These draw from two pools, so you can feed them whichever you have spare — useful pressure valves when one lane runs dry.