Marvel Shield Enforcement Training

Marvel Shield Enforcement Training

Marvel Shield Enforcement Training

Marvel Shield Enforcement Training

Marvel Shield Enforcement Training is one of the main events for Marvel War of Heroes. This event pits Alliances against other Alliances to determine who is the most powerful. Players declare war and shortly after a battle starts. Players attack other players to gain points and the victor is given bonus points. Players gain ranking by gaining points in battle, making it an event where everybody is expected to participate. Many of the best rewards are given out during these events since the competition is so fierce. Rewards are often UR, SSR, SR cards for the highest ranks. Players are judged both individually and as a group. Information from this guide was from Lucarda’s Marvel War of Heroes site.

Individual Ranking

Individual ranking is based purely on the valor you attain during Marvel Shield Enforcement Training. It is common that more powerful opponents will give more points. Valor can also be increased if the player has the attack leader, defense leader, vice leader, and alliance leader rank within their orders. If a player is normally worth 100 valor, an alliance leader will be worth 150. You must win a battle in order to gain points, losses will yield nothing. If you are not powerful enough to attack alliance members for points, you can also attack the shield barrier for points. Look for members with 10 defense, these players are worth the full amount of points no matter how many times you attack them.

 

Alliance Ranking

Alliance Ranking is also based on the valor attained during Marvel Shield Enforcement Training. The major difference is that it is the team accumulation of points and there is an overall victory/defeat at stake. In order to rank highly as an alliance it is important to coordinate attacks so players can make the most of their attack power. You cannot carry alliance ranking solo to a high rank, it requires contribution from all members. Victories give additional points to alliance ranking, so it’s important to win the wars you start.

 

Barriers

Barriers are built before the Marvel Shield Enforcement Training and cost silver, so donate to your order so they can build barriers. Barriers cut the points enemies receive in half. Once the barrier is down the opposing team will gain full point values. Because of the heavy difference, if your order does not have a barrier, it will lose almost every match. It is extremely important for barriers to be up. Barriers can be taken down rapidly through the use of assault cards.

 

Defense Leader

Before alliance members can be attacked, the defense leader must be defeated. Because of this it is important to test to make sure you can defeat an alliances defense leader. If you are unable to beat a defense leader, you should save your attack and power packs until the next Marvel Shield Enforcement Training. If you want to defeat a defense leader easily, have everybody attack him. Normally his defense will drop rapidly and his defense points won’t sustain his cards.

 

ISO-8 Shards

You will gain ISO-8 Shards for participating in battle, so be sure to participate every time to maximize cards packs. Even if you are only able to attack with a weaker deck once during a battle make sure to do it in order to gain shards for card packs. Shards are given out based on the damage you do, but you will gain a minimum of one no matter how much damage you do. Afterward be sure to share shards with people in order go gain extras.

 

Tips/Tricks

Here are some quick tips for this event that should hold true. They are taken from my experience in Rage and even if twists are added to the event should hold true here.

 

Tip 1: Defense for the win

If your defense leader is rocking a mammoth defense, most Alliances won’t even fight back. The defense leader is the first experience they have battling your alliance and if they can’t break through him, they just save their power packs for the next battle.

 

Tip 2: Kick inactives

It is better to have nobody in the spot in the alliance than an inactive player. Inactive players are just targets for the other alliance. They use them to accumulate points easily.

 

Tip 3: Take down the walls

The walls reduce point gains, taking them down doubles point gain. If there are no wall breaker cards this can be a daunting task, but is still easily accomplished through coordination. Lets say it takes every member of an alliance two Power Packs worth of attacks before the wall comes down. Once the wall comes down, they will receive double points. So each PP they use will be worth double the points. It only takes two until they break even, and then they gain double points per pack after.

 

A lot of people are hesitant to attack the wall, but if you have the juice, burn it to the ground. If the other team doesn’t and you do, it’s virtually impossible for them to keep up.

 

Tip 4: Coordinate

This is the toughest one for alliances to accomplish and are normally done through Line or Palingro. If the entire order attacks the wall, it goes down very fast and then you achieve double points from the opponents you’re attacking. It also ensures that your team will be victorious since an alliance with 5 members on will have a tough time against an alliance with 20 members on.

 

Tip 5: Target the titles

Attack leaders, defense leaders, alliance leaders all have bonus stats as a result of their rank, but also give bonus points. If you are able to easily beat the leaders, farm them for points. Keep an eye out though because after being repetitively farmed they will be reduced in value and switching targets might be viable.

That’s all I got on Shield Enforcement Training until it releases. These tips should work no matter how they decide to configure the event but I’d bet that this will mirror Holy Wars almost exactly.