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Hide From The Hulk Scarlet Witch Guide: Blasts and Control

Last updated 2026-10-23Unofficial player article

Combine attacks with a useful next position

  • Attacks: Scarlet Witch has basic energy blasts and a larger projectile.
  • Control: Telekinesis can grab The Hulk and slam him down.
  • Movement: A small teleport adds mobility; choose where you want to arrive before using it.

Start with the blast and a usable position

Scarlet Witch in Hide From The Hulk has basic energy blasts, a larger projectile, telekinetic control and a small teleport. Learn those as separate choices. Decide whether you need an attack, a movement option or the grab, rather than trying to commit every action at the same moment.

The demonstration below shows those actions in an actual encounter. It also includes failed attempts and deaths, which is a useful reminder that having a superhero kit does not remove the need to position yourself. Concentrate on what the next action should accomplish before you commit to it.

Scarlet Witch blasts, telekinesis and mobilityWatch the basic attacks, larger projectile, grab and slam, and the small teleport used during an encounter.

Give the larger projectile a reason

Use the basic blasts to learn the role’s place in the fight, then think about when the larger projectile serves the situation. The point is to choose an opportunity, not to treat the more dramatic action as something that must always be used first.

Keep your own position in the decision. If using an attack would leave you committed to a space you already need to leave, make the movement choice first. That is a practical priority recommendation, rather than a claim about a hidden damage bonus or a particular input sequence.

Avoid building a full plan around an assumed exact damage value. The useful distinction here is between the basic blast, the larger projectile and the other actions in the kit. Their different purposes give you decisions to learn without inventing a universal combo.

Scarlet Witch choices in an encounter
ActionKnown purposeUseful player decision
Basic blastsEnergy attacks.Contribute from a position you can leave.
Larger projectileA larger version of the basic attack.Choose an opportunity instead of committing automatically.
TelekinesisGrab The Hulk and slam him down.Recognize when that control action suits the fight.
Small teleportMobility.Choose the destination and the next move.

Use the grab and slam as their own action

Telekinesis can grab The Hulk, and the demonstration shows slamming him down. Treat that as a control action you deliberately choose, rather than a permanent state you can assume will solve the rest of the encounter.

Think about the group around you when you choose it. A useful action should leave you ready for what happens next, whether that means contributing again or making room. Do not describe the grab as an unlimited hold, a guaranteed full stun or proof that every nearby player is safe.

Learn the difference between recognizing the opportunity and rushing toward it. The demonstration includes moments where the player is defeated while trying to show the kit. Your goal is to use the action from a position that lets you follow the rest of the fight, not merely to complete a showcase checklist.

Choose where the teleport leaves you

The small teleport provides a movement option. Decide where you want to arrive and what you intend to do there before treating it as your escape plan. Changing position helps when the destination gives you another usable choice.

After moving, recover your view of The Hulk and the group. Avoid immediately recreating the same commitment you just left. The teleport is part of managing your position, not a reason to stop considering the surroundings.

The Scarlet Witch purchase guide is the next useful comparison if these actions are why you are considering the character. If you need the legitimate pass route first, use the Scarlet Witch acquisition guide. Keep that purchase decision separate from the practical job of learning when each action is useful.