
Independent Product: Champion Database and Match-Prep Tool, Designed and Built Solo
A free strategy tool built around one question players ask hundreds of times: who beats this champion?
Marvel Contest of Champions players prep fights with information scattered across wikis, forum threads, spreadsheets, videos, and alliance chats. The lookup often happens mid-session, on a phone, with real in-game resources on the line.
I designed and built MCOC Scout to collapse that research into one search-first product: champion cards, filters, counters, abilities, immunities, relics, stat focus, and 7-star availability in one place. The result is a live, free tool with a maintenance model small enough for one person to keep moving.
- Impact
- 300+
- champions organized into a searchable matchup tool
- Role
- Product designer and builder
- Tools
- Figma, Claude Code, Code, React, Supabase, Cloudflare Pages, Notion
- Team
- One person across research, UX, UI, front-end build, and live data upkeep

Product context
One lookup for a mid-fight question.
Players do not open MCOC Scout to browse. They arrive with a fight in mind and a specific question: who handles this champion, this node, this immunity check?
Before the tool existed, that answer meant jumping between a wiki, a forum thread, a video, a spreadsheet, and alliance chat. The design problem was never "make more content." It was making the answer findable while the game was still open.
The core answer had to land in seconds, not after five tabs.
A recommendation only helps when the player can see why it works.
Every field has to earn its upkeep in a tool one person runs.


Core interaction
Search first. Explain second.
The main flow stays short: search the defender, scan viable counters, then open a champion only when the player wants the reason behind the pick.
Search
Start from a champion name, a counter need, an immunity, a class, or a rarity.
Scan
Cards surface matchup-relevant data before any click.
Act
Open a champion to see the abilities, immunities, and counters behind the pick.


From sketch to build
A paper wireframe became a component system I could ship.
The layout started as a low-fidelity wireframe, then moved into Figma as a small set of components: the champion card, the filter drawer, the chip groups, and the detail drawer. Designing the system and building the front end in the same hands kept the distance between mockup and product short.


UX decisions
Designed around player language, not database taxonomy.
Match the way players ask.
Players ask practical questions: who beats Korg, who is poison immune, which 7-stars can handle this fight. The interface keeps those paths visible instead of burying them in a hierarchy.
Make trust visible.
A counter only helps when the player understands why it works. Abilities, immunities, tags, relics, and matchup context stay next to the recommendation.
Keep the data model maintainable.
Champion profiles are the atomic unit. Filters expose the fields players reach for instead of hiding them inside long notes.


Matchup tool
A dedicated screen for the matchup question.
The Counter Finder gives the matchup question its own screen. Search a defender and it ranks the best counters, then spells out why each one works: the abilities, immunities, and relics that decide the fight.


Primary context
Built for the phone in your hand mid-fight.
The lookup usually happens during play, on a phone, with in-game resources on the line. Filtering had to work in one thumb-reach without losing the champion grid behind it.



Impact and next
Live, free, and small enough for one person to keep running.
MCOC Scout went from a side project to a maintained product. It is live and free, and it organizes 300+ champions into a search that answers the matchup question first, then lets deeper exploration follow.
The next work sits on the data side: keeping champion profiles accurate as new champions launch and existing ones get reworked.

Visit MCOC Scout