Marvel: War of Heroes is a card game where opponents play a deck of attack cards versus another players deck of defense cards. The objective of the game is to build better decks than your opponents, contribute to alliance events, and build up your experience.
In general, I believe the following strategy tips are most beneficial for new players and players struggling to keep up with everyone else.
- This game is not about leveling. Actually, the faster you level the weaker your card deck will be. You want to be in the top tier of your level rather than the bottom tier of the next level. So that means slowing down your XP rate by farming low level missions for cards and silver to boost your decks.
- Battling against other players is simple math. The deck with the most points win. This means maximizing the potential of your cards by correctly boosting and fusing your cards. (More on this below)
- Alliance members can provide advice, assistance, trading partners, and more.
- Do not rely on Suggested Deck. This automated deck chooses the highest point value card first rather than the best deck available.
Note on EXPLOIT/FLAW/TRICK: While, I don't like these tricks or game design flaws, nearly everyone else are using them to their advantage (and your disadvantage). They are widely known, especially in the higher levels of the game. These are listed in hopes that CyGames/Mobage will try to fix their flaws and so that everyone can have the same knowledge as the elite players.
- Energy - I have found that energy is the most tricky to get correct. If you spend too many points into energy, then your attack and defense might suffer. If you spend too little points into energy, then playing the missions will take longer. When doing missions, you usually need to attack 3 to 5 enemies before receiving the reward (silver, card, mastery point, etc.). So you should have at least that many energy points (5x your next mission's energy requirements). I prefer to have a bit extra energy, so card farming is a bit quicker.
- Attack - Your attack points determines which/how many cards you can put into your attack deck and how often you can attack.
- Defense - Your defense points determines which/how many cards you can put into your defense deck. When others attack you (and you lose), your defense points lowers. A good strategy is to have a bit more defense points than the total of your defense deck. With a +10% point buffer, your defense can withstand an attack and then still be at full strength for a second follow-on attack.
Understanding Your Cards
Each card is worth a specific amount of points. For example, if you have 50 Attack Points, then you can play 5 x 10 point cards or 2 x 25 point cards. This also determines how many times you can attack. If you have 50 attack points, then attack using a deck worth 20 points, then you will have 30 points remaining and can make a second attack before you need to wait for your attack to recharge.
Abilities are either individual, alignment (applies to all speed, bruiser, or tactics cards within a deck), or group buffs called intensifys (adds to your deck) or debuffs called degrades (subtracts from opponent's deck).
The ability usage is the frequency in which the ability comes into play. The higher the usage, the more frequent the ability bonus occurs.
This ability level is the strength of the ability. For example, a card might give a 2% increase to your entire deck's attack strength at level 1. When the card is boosted to ability level 2, then the bonus could become 3% to all of your cards. There is a maximum of 10 ability levels and every card starts at ability level 1. See below on strategies on increasing your card's ability levels.
Maximizing Your Deck Potential
Fully mastering your card raises the attack and defense values of that card by 37.5% of the base values. You can raise the mastery by using it to battle opponents. You can gain a maximum of 5 mastery points (per card) for battling someone at a higher level than you. For the easiest and quickest way to master a card, find high ranking players with very low DEF values. These players are usually in the top 100 players listing found on the game's home page. Browse those players, click battle, inspect the player's DEF value.
If you battle a low DEF player who is ranked higher than you and you do not receive any mastery points, then that player has built a deck specifically to avoid giving out mastery points (a DEF deck less than 1,000 DEF points). You will not get any mastery from that player's deck, so it's best to just find another player to battle. You can battle the same player a maximum of three (3) times per day.
You can raise the card level by boosting the card with other cards. The best strategy to use is to maximize your chances to also increase the ability level at the same time as you increase the card level. You should also always boost using cards that have abilities because that increases the chance of your card's ability level to increase. For example, if you have a Rare card at level 1 and ability level 1, then you can boost it using 10 Rare+ (fused Uncommon cards) cards and have a 100% chance of increasing the ability level. If you boost that card using 8 Rare+ (fused Uncommon cards), then you'll have 80% chance to boost to ability level 2. To boost from ability level 2 to ability level 3, the Rare+ (fused Uncommon cards) percentage will drop to 6.75%, so using another 10 Uncommon+ cards will give you a 67.5% chance of ability increase to level 3.
For boosting from card level 1 to card level 19, zberg has suggested (and compiled spreadsheet data) to suggest using Common cards as the most efficient way to save silver, time, and resources. When boosting cards for special events (and that you'll not use outside of that event), you can use fused Commons (to make an Uncommon+) and then boost using that card. This will save you a lot of time from farming Uncommon cards. Using fused Commons will not allow you to raise the ability level of the card. However, abilities are not used for most events.
Note: This applies mostly to SR and above cards since those cards have higher point values and are more difficult to acquire. To maximize fusing, you should only fuse cards that have been fully mastered and fully leveled (ability level isn't needed to be maximum). Using this technique, your new fused card will get a 10% bonus rather than a 5% standard bonus. After being fused, you will need to increase the card level, ability level, and mastery of the newly fused card. However, this fused card will be much stronger than your opponent's card if they fused the same two cards without maximizing the fusion (+5% x 2 base difference + 5% of 37.5% when fully mastered).
When fusing, you will need lots of cards. This means you will need to farm low level (low energy requirements) to get the most cards for your energy. The best missions for this are 2-3 (Wolverine, Uncommon Bruiser) and 2-4 (Iron Man, Uncommon Tactics). These missions only require 1 energy point to attack, so with expending 3-5 energy points, you'll get a card. Each mission has an approximately 10% chance to get the Uncommon card, so by spending around 30 energy you should (on average) receive one Uncommon card. To replay a low level mission, click the 'Operations' button at the bottom of your current Mission page.
For faster farming (Android only), after you fight 3 enemies in a mission and press the "Proceed" button, press the Android "back" button after the enemy appears, then press "Proceed" again (and repeat). The original card will displayed on the Proceed page, but it will not be the actual card/item received on each further reward page. You can quickly speed up farming by repeating the Proceed, Back, Proceed, Back technique.
You can stack the odds in your favor by building decks that have multiple special combos. A Special Combo is triggered when you have specific set of cards in your deck. For example, if you have 5 Hero cards in your defense deck, then there's an 80% chance you'll get a Marvel Hero Team special combo bonus on each battle (where you are defending). If you have more than one potential special combo, then only one will be triggered (the greater bonus of the multiples).
This might sound strange at first, but Team Members are critical to your deck's success. You should make sure you fill all of your team member positions, because you gain +5 points for each team member. You can use these points to increase your energy, attack, or defense total point values.
Building the Best Deck
EXPLOIT/FLAW/TRICK: By using 5 cards of the same alignment, you can get almost ~15% adapter boost from your alliance's 5% adapters. See Phoenix8387's blog entry for details. Most of the time, using 5 cards of the same alignment will give you a greater overall ATK/DEF value than using your 5 best cards. In general, for 5 deck single alignment it's about 15%, for a 4/1 deck it's about 13%, for 3/2 deck it's about 11%, etc. To get a few extra points on the alliance boost, sort your cards so that your higher value cards are on the top of your deck stack.
Always build multiple defense decks at varying defense point totals and set the priority so that if you are bombarded with attacks, your second defense deck will be used rather than rely on the Suggested Deck. For example, if your defense is at 50 points and your best defense cards are at 45 points, then you will have Priority 1 defense deck set to 45 points. Your Priority 2 deck could be built so that it totals 40 points and set to kick in, if your defense falls under 45 points.
Make sure you click "Raise Priority" so that your decks are sorted by power requirements. Place your best defense at Priority 1 on top of the stack, then followed by your second deck, then third. For example, you could have your best defense, then defense power - 5, then defense power - 10.
A multi-tier defense deck system also helps prevent others from whittling down your defense points by repeatedly attacking you with small decks to break past your defense point requirements, then attacking you with their best offense. This is most often used in Alliance War events, where there are no penalties for losing (other than attack points spent). A key technique is to have a 'Scout' deck built using a single very lower power card (usually power 2). Then the attacker repeatedly attacks your defense and lowers your defense values by 10% each attack (max 15), eventually, your defense points will drop under your best defense deck power requirement and your second priority deck will appear (for most players, the second priority deck is the suggested deck which oftentimes does not provide the best deck).
Example of how your defense points work:
- Starting DEF deck value 100 points, total DEF points 115
- Attacked by player, DEF value drops by 10% to 105 points (-10 points)
- Attacked by player, DEF value drops by 10% to 95 points (-10 points), switches to 2nd deck
- Attacked by player, DEF value drops by 10% to 85 points (-10 points)
EXPLOIT/FLAW/TRICK: By using 5 cards of the same alignment, you can get almost ~15% adapter boost from your alliance's 5% adapters. See Phoenix8387's blog entry for details. Most of the time, using 5 cards of the same alignment will give you a greater overall ATK/DEF value than using your 5 best cards. ''In general, for 5 deck single alignment it's about 15%, for a 4/1 deck it's about 13%, for 3/2 deck it's about 11%, etc. To get a few extra points on the alliance boost, sort your cards so that your higher value cards are on the top of your deck stack.
Alliances provide the community for the gaming experience. You can post to your alliance forums, find trade opportunities, join together to learn from each other, and battle alongside each other in special Alliance war and raid events. It is important to find an active Alliance and for you to donate unused resources to help the Alliance research items.
As you are farming (playing low level missions to collect Uncommons for fusion), you'll collect numerous resources. You can donate these to your alliance to support researching items. These items can boost your cards and provide protection during alliance events.
Save your silver for boosting and fusion. You'll acquire lots and lots of resource items, so donate those to your alliance. You should try to keep your silver as cards (such as Vibranium) rather than as silver coins. You can do this by holding onto cards you want to sell, until you actually need to sell them. Don't sell the cards and bank the coins for later, because when you lose a battle, some of your silver can be taken by your opponent.
EXPLOIT/FLAW/TRICK: You can hide silver, items, and cards so the cards don't take up space in your decks and your money can't be stolen by trading your silver, items, and cards to a friend, then canceling that trade. The cards will then be stuck in canceled trade status and not appear in your hand. To cancel a trade, click "View Trade" after initiating the trade, then click trade details, then click cancel. I highly recommend you inform your friend that you'll be doing this prior to trading for the first time, just in case it takes you a while to find the cancel button.
Alliance War Events
Alliance War events are when alliances fight with each other. The alliances are matched based on alliance level (total donations made). In this instance, it is important for your alliance to have set the player with the best defense as the Defense Leader. As a player, you should know which cards are special events cards. For example, in the last SHIELD Enforcement Training event, Tigra cards gave very large percentage boost to their attacks when fighting protection walls. While the cards might not be as useful fighting against an opponent's deck, it is critical to have these cards boosted and mastered, so that you can take down protection walls.
Tips for alliance war events
Alliance Leader tips:
- Only have 1 DEF Leader assigned. Choose the person with the best DEF and set him as the DEF leader. If there's more than one, that means one of them will be weaker.
- If you're the leader, don't build protection walls. Assault cards are too easy to get and you'll only be giving the other alliance easy targets for quick and easy valor (and spending your alliance's silver).
- Attack opposing players who have valor points to reduce their alliance's valor total and add to your alliance's total (double dipping).
- Wait till the end before you begin your full assault. This gives time for the opposing alliance to gain some valor, so you can attack and double-dip (make their valor decrease and your valor increase).
- If you possess multiple fused event raider/assault cards of SR or higher, you may get more valor by attacking the opposing alliance's walls than by attacking their players.
- If you have fused assault cards, attack the protection walls first (and only, if you only have a few attack points). You'll gain more valor by assaulting walls than attacking core or other players.
- EXPLOIT/FLAW/TRICK: Attack low DEF players outside of alliance war to get the scrapper bonus, then use that when you attack the opposing alliance.
- EXPLOIT/FLAW/TRICK: Build a low point deck, such as a single card with a power requirement of 2. Using this deck to attack opposing players (especially DEF leader) to see the player's deck. Once you've seen their deck, you can better evaluate what you need to defeat them. Share this info via your alliance forum, so that your alliance mates can build a deck to defeat the DEF leader and thereby opening up the opposing alliance for attacks.
Raid events are when players fight raid bosses and gain points and shards for doing such. Within the raid events, it is even more critical that you are aware of the special event cards which will deal much, much more damage against the raid bosses than even your best cards. When fighting against a raid boss, pay attention to the difference between your Attack value and your Raid Attack value. The Raid Attack value computes the bonuses from raid cards. While attacking the raid bosses, your attack deck will not use special abilities or special combos.
Tips for raid events
- The more Power Packs you have and use, the better you will do.
- Overall attack strength is not as important as efficient attack strength. Most of the time, fewer cards will be more advantageous than using a 5 card attack deck. Calculate your raid attack value divided by the power requirement to find your damage per point spent. Using efficient attack decks will allow you to attack more often for more total damage.
- Prepare your raider cards before the event starts. The event rewards from the prior event (SR and R cards) will be raider cards for the next event. Make sure you have fused and boosted the cards. Even if the cards are weak and you can't use them in your normal decks, do a quick/improper fuse, and boost them to full strength so you can use them in the raid. Try to acquire as many SR raider cards as possible.
- The first several days of the raid will have normal raid bosses. Don't use any Power Packs fighting these bosses. Save your PPs until the last days of the event when the enraged bosses appear. These enraged bosses will give 3 times the raid points and your raider cards will do 3 times the damage.
- Raid boss values are not linear. Defeating 2 lv 50 bosses will not equal defeating 1 lv 100 boss. You should focus on fighting mostly level 100, 120, and 130 enraged bosses.
- If you realize that you're not going to qualify, then go for the shards. Run through the raid missions, spawn bosses, attack once or twice, and then ask for help. As long as your defeat the body parts of the boss, then everyone will get shards to share. You can also assist others and attack the body parts to receive shards.
- Never ask for help for normal (non-enraged) bosses once the enraged bosses appear. Nobody will assist you with these bosses (because everyone is waiting for enraged bosses to appear) and asking for help with normal bosses annoys everyone.
- EXPLOIT/FLAW/TRICK: On Android devices, you can use the back button after clicking "Face the Enemy" to quickly attack multiple times. Alternatively (on any device), once you click "Face the Enemy" you can click "Select" button to select your deck. After clicking the "Face the Enemy" the attack is calculated on the server and you will attack normally, but you will not see the animation.
Quest events are when there are specific objectives required, such as battling 5 times or winning 3 battles in a row. When these goals are reached, you receive rewards. The quest events are usually personal and does not involve your alliance or teammates.
- Donate resources to your alliance for research, save your silver for boosts.
- Do not 'claim' presents from your Present Lists until you need them. You can store up to 99,999 items there without the items counting against your maximum card list size.
- Become familiar with Special Combos and stack them in your favor.
- Use the Wiki to find the best cards in your hand.
- You can rename your decks by clicking 'Edit', then clicking on the deck name.
- Defense deck priority is critical for a multi-tier defense deck system. Make sure you have prioritized multiple defenses by power values (highest to lowest).
- Try to match alignment (speed for speed, bruiser for bruiser, and tactical for tactical) when boosting.
- Make a list of weak players (high levels with defense of 10-20, these accounts are often used for card muling - a second account used to store cards for another player). These accounts can be battled against using the Player Search and Battle for farming mastery points. You can battle the same person 3 times per day, so you could potentially gain 15 mastery points per card per day from a high level/low defense player.
- Only use ISO-8s 5 levels or lower from max card level (in case you get an ultimate boost).