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.
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-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.
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.
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.
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.
| Character | Arena | War Offense | War Defense | Blitz | Raid | Dark Dim | Cru Offense | Cru Defense | Battleworld |
|---|
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.
Everything that is about your copy of this page rather than about the game — where you are in the run, how your data is stored, moving it between pages, and starting parts of it over.
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.
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. That is the export to use when the prices are the work: they are typed in from the store by hand, they exist on no roster page and cannot be re-derived, and every one of these pages keeps its own separate copy, so the only way prices reach another page is through this box. Importing it touches nothing but prices, so it is safe to paste into a page whose roster is ahead of the one you took it from.
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 page, 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.
Your roster, goals, pins, prices and run-plan ticks are saved into this page, so opening the same link on any device 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.
Each of these pages keeps its own separate data. A roster or a price list in one never reaches another on its own; the Import / export box above is the only bridge. That is deliberate — it is what lets a second page hold a different account without any risk to the first.
The chip beside the title says what the last save did. Saved means it reached the page. Retrying means the page moved under it, usually because it was republished while you had it open, and it will settle by itself. On this device only means it could not reach the page and your changes are in this browser alone — export them if they matter.
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.
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 and from what you have confirmed in game, so it is a floor rather than a ceiling — correct it with the tick and cross as you meet the exceptions.
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.
| Priority | Character | Build | Why | Later value | Cost | Where from | In shop? | Got |
|---|
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.