[City of Villains] I have mentioned several times my fondness for the City of Villains archetypes, all hybrid damage dealers structured so that you can do fine without a tank and/or healer. It is funny that the end-game content, Lord Recluse’s Strike Force, is exactly a tanker and healer party. Well, tanker and buffer.
The hard part is the last mission, where you fight the entire Freedom Phalanx at once. For that fight, the ideal team is one */Stone Armor Brute and seven Corruptors of various kinds, with Kinetics and Radiation Emission being in the most demand. As many people as possible should have Vengeance. The other archetypes offer burst damage (not useful against 8 Heroes), control (not very useful against Heroes), and pets (which die in a hit or two against Heroes).
Conveniently and sadly, your temporary powers are more important than your character in that fight. Everyone must have a Shivan Shard from Bloody Bay. Several people should have missiles from Warburg. The Shivan Shard pets do far more damage than anyone on your team. The Warburg buffs and debuffs are far more powerful than your own. Your exploiting stacked Vengeance lets you survive while your cracked-out Shivans take out the entire Freedom Phalanx in under a minute.
In a sense, that feels right for villainy. We are using freakish alien/corpse monsters, backed with a missile assault, to take out the heroes of the city while we skulk about and try to stay safe.