SHIELD Training Guide

Marvel War of Heroes:  S.H.I.E.L.D. Enforcement Training Event Guide 

Update (Shield Training #9):

There are 2 significant changes that the developers have made to Shield Training this event.  They are:
  • 30 Minute Battles:  Shield Training battles will now be only 30 minutes each instead of 60 minutes.  In my view, this is a positive, but you will have to be ready to give it all you got the entire 30 minutes of battle.  Alliances should make sure that they are organized and I stress that battles be scheduled ahead of time!
  • Battle Scheduling:  Shield Training battles will now be initiated 1 hour ahead of the actual battle start time.  Alliances will want to note this change and schedule their battles accordingly. 

S.H.I.E.L.D. Enforcement Training Event Guide 

Scheduled Battles:

I recommend that alliances schedule battles ahead of time.  Scheduling battles ahead of time helps to ensure that your alliance will have maximum participation during each battle.  My alliance only allows leaders to initiate battle as well.  This helps keep everybody on schedule.  Now that battles will be initiated 1 hour in advance and only last 30 minutes, an organized schedule is more important then ever.

Communicating During Battle: 

Alliance communication during battle is very important.  The in-game communication system is inadequate for efficient communication.  I suggest that alliances use a instant messaging program like Line to communicate during battle.  The following are some examples of things you might want to communicate with each other during other:
  • Defense power and alignment of opposing players (especially leaders and players with low defense)
  • Screen shots of opposing players decks.
  • If you attack an opposing officer and notice his defense falling down, let the group know.
  • If you attack an opposing officer and notice his defense has been recharged, let the group know.
  • Rally each other if you are loosing and making a "comeback" or if you are winning and the other team is making a "comeback".

The First Few Minutes of Battle: 

The first few minutes of battle are often confusing and players often make big mistakes.  Playing the first few minutes correctly will win you and your alliance more battles and valor.  Playing the first few minutes incorrectly can lose you and your alliance battles and valor.  These are all things that you and your alliance should do as a team during the first few minutes of battle:

Priority #1  Take down the opposing teams defense leader:  


Taking down the defense leader is often difficult and can take some time.  I suggest assigning one person to "scout" the defense leader out.  Whoever scouts will just use a deck made up of the lowest attack power card available (I use a common Mockingbird for scouting).  After the scout attacks the defense leader he will report back the defense via Line (or other communication program).  Your alliance can then decide on a course of action.  The following are examples of how you and your alliance can work together to take down a tough defense leader:

  • My alliance has a deck that we call "Cap Wall Destroyer".  The deck is made up of 5 UR+ cards that all lower opposing players Tactic defense.  This deck is very useful because most defense leaders we come across have some sort of Tactic based defense deck.
  • If you can not bring the defense leader down individually then work as a group to lower his defense.  This will only work if all members of your alliance attack him around the same time so he doesn't power up his defense.  He will go down fast after 5-6 quick attacks.

Priority #2  Take down the opposing teams wall:  

I have written a lot about Walls in detail a few headings below.  Basically, if you have Assault Cards you should attack the Wall with them until it comes down.  If you do not have Assault Cards then do not hit the wall at all.  (See: Attacking Walls below)


You should not begin attacking opposing players or the core until the defense leader and wall are both down.


Walls: 

Walls are tough little structures that your alliance leader can build to protect your teams valor.  Your opponent only earns half the amount of valor points while your wall stands.  Building and not building walls is highly debatable in the Marvel WoH community.  This is because of the following reasons:
  • Walls cost donated silver to build.
  • Assault Cards (or wall-breakers) can destroy walls very quickly and earn your opponents bonus valor.
My alliance uses walls in Shield Training.  The reasons we use walls are as follows:
  • We have never lost a battle based upon the valor the opposing team earned by taking down our wall.
  • Surprisingly (to me at least) many of the teams we face don't have Assault Cards.  A lot of our walls last long into battle. 
  • A lot of opposing players who hit our wall multiple times quit afterwards and never recharge.  The ones who do this without using Assault Cards do us a huge favor.

Attacking Walls: 

When battle begins your team should have two priorities.  One is taking down the opposing teams defense leader and the other is to take down your opponents wall, as quickly as possible, if they have them constructed.  The strategy here is easy:
  • If you don't have Assault Cards do NOT attack the wall.  You won't do much damage and your attack points are better off being used up on players.
  • If you have Assault Cards create a deck containing only Assault Cards.  Use this deck on the wall.  There is no point wasting attack points if you are not getting the bonus valor.


Attacking the Core: 

Attacking the core is like attacking a wall except you get no bonus valor.  You want to avoid attacking the core if possible.  These are the only two situations when you want to attack the core:
  • You have only a small amount of attack points left (you need at least 5 to attack the core) and you want to recharge with a power pack.  If this is the case use up the remaining attack points on the core with the suggested deck before you power up.
  • You absolutely can not successfully attack any opposing players.  You should always find low level players to attack first even if you have to wait.  If you are facing a tough alliance and there is nobody that you can defeat, then attack the core.


Misc Tips: 

I have included a list of suggestions and tips for you to use at your discretion:


  • Create a deck containing only Assault Cards and use only this deck against walls.
  • Create several versions of you deck that use up different power requirements.  I have my main attack deck, an attack deck that uses only 1/2 of my attack power, and a deck that uses 1/3 of my attack power.
  • Create a "Scouting Deck" containing one low attack power card (I use a common Mockingbird).  If you are not sure if you can take down a player use your "Scouting Deck" to check out his defense before you use a full attack.
  • Check in on Line (or other messaging program) every few minutes to report any valuable information about opposing players defense.
  • If you find an opposing player who only has 10 total defense attributes report his name on Line.  Your alliance can attack him for full Valor points 100 times.
  • Keep in mind that the amount of Valor you earn by attacking opposing players is partially based upon his total defense attributes.  If you keep attacking the same player over and over again because his defense is down, you will receive less Valor each time.  (The exception is a player with only 10 defense attributes total.  His defense power is always at 100%). 
  • Use your power packs wisely.  They can burn up quick!  
  • Remember that this is a game.  Have fun! 

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