Guide to Marvel:War of Heroes

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Guide to Marvel:War of Heroes

Post  ChrisLeMay on Sun Dec 09, 2012 2:01 am

Credit where credit is due:
This was taken from

Shurijo's Guide to Marvel:War of Heroes

December 6, 2012
User blog:Shurijo
Contents [show]
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.
Player Attributes
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 5-10 point buffer, your defense can withstand an attack and then still be at full strength for a second follow-on attack.
Understanding Your Cards
Power Requirement
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 or group buffs (adds to your cards) or debuffs (subtracts from opponent cards).

Ability Usage
The ability usage is the frequency in which the ability comes into play. The higher the usage, the more frequent the ability bonus occurs.

Ability Level
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 5 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.

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 Uncommon+ (fused) cards and have a 100% chance of increasing the ability level. If you boost that card using 8 Uncommon+, then you'll have 80% chance to boost to ability level 2. To boost from ability level 2 to ability level 3, the Uncommon+ 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.

To maximize fusing, you should only fuse (rare and above) 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 ~7% stronger than your opponent's card if they fused the same two cards without maximizing the fusion (+5% base difference + 5% of 37.5% when fully mastered).
When fusing, you will need lots of Uncommon+ (fused) 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) and 2-4 (Iron Man). 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.

Special Combos
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).

Team Members
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.
Defense Strategies
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 5-7 each attack, 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).

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.

Money Management
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.
Final Tips
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).


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Join date : 2012-11-11

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Re: Guide to Marvel:War of Heroes

Post  litttle on Thu Jan 31, 2013 3:38 am

Fill in this code: scd487678! Rare Jean Grey card!


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