Starting on November 30th and ending on December 5th Marvel War of Heroes will be running their Shield Enforcement Training Event.
The event revolves around players facing off against other alliances to achieve valor points and ranking. There will be rewards based on a players individual ranking as well as the Alliance Ranking of the player. These are arguably the most important events in Marvel War of Heroes because not only do they yield the highest rewards for players and their alliance, but the ranking attained here is important to recruiting powerful players.
Individual Ranking
Individual ranking is based purely on the valor you attain during 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.
Alliance Ranking
Alliance Ranking is also based on the valor attained during 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.
Barriers
Barriers are built before the 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.
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 Enforcement Training.
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.
Tips/Tricks
1) Don't have inactive/really weak players in your alliance. A weak player can be targeted continually.
2) Defense leaders prevent everybody from being attacked, having a powerful one prevents an enemy from acting against you.
3) Taking down barriers as a team will help the entire team net more points.
4) Make sure enough of your members are contributing so you can purchase barriers.
5) Remember the role your assigned to. If you are defense leader attack, but make sure to keep a powerful defense deck
An ongoing guide for the game Marvel War of Heroes. The guide is updated regularly and contains Marvel War of Heroes tips, Marvel War of Heroes Strategy Guides, Marvel War of Heroes Game walkthroughs and cheats.
Thursday, November 22, 2012
Wednesday, November 21, 2012
Farming
Well, farming is considered commonplace in all trading card games and Marvel : War of Heroes is no different.
Farming is the repetition of a zone in order to gain some items . In this case the desired resources are cards that can be used to boost a main card and the zone is the specific operation.
The best operations for farming vary based on what type of card your are boosting and can fall around different philosophies.
Philosophy 1: My Philosophy
You should try to use bruisers to boost bruisers, tactics to boost tactics, and speed to boost speed for best results in boosting. Because of this, I suggest using Operation 2 Mission 4 when wanting to boost bruiser cards. This is because 2-4 drops a common speed, common bruiser, and an uncommon tactics. I prefer this level because uncommon has less chance to drop, thus ensuring larger amounts of bruiser/speed cards for enhancement. I choose to farm 2-4 for bruisers only.
I choose 2-3 for farming both speed and tactics because it drops common speed, common tactics, and uncommon bruiser. I save any random uncommon bruisers for future bruiser boosting.
Philosophy 2: The alternative
Since level 2-4 drops uncommon tactics and level 2-3 drops uncommon bruiser some people prefer to farm those for their tactics and bruiser needs. I personally don't like this strategy because although it will net uncommon cards of the same alignment they drop less frequently. But different strokes for different folks.
Quick Farming Tip: One quick tip when farming 1 Energy cost levels. Everybody knows it takes forever but if you progress through the mission until the first reward is given and hit proceed, you can continually click back/proceed to quickly farm the level. The reason I recommend this method is it saves you a couple second each time by removing the need to scroll to the proper mission.
Boost Tip: Uncommons have skills and are easy to farm so if you have high level cards that can be skilled up, save your skilled boosters for those cards. I will note I love the fact that skilled boosters are available at 1 energy cost levels.
Farming is the repetition of a zone in order to gain some items . In this case the desired resources are cards that can be used to boost a main card and the zone is the specific operation.
The best operations for farming vary based on what type of card your are boosting and can fall around different philosophies.
Philosophy 1: My Philosophy
You should try to use bruisers to boost bruisers, tactics to boost tactics, and speed to boost speed for best results in boosting. Because of this, I suggest using Operation 2 Mission 4 when wanting to boost bruiser cards. This is because 2-4 drops a common speed, common bruiser, and an uncommon tactics. I prefer this level because uncommon has less chance to drop, thus ensuring larger amounts of bruiser/speed cards for enhancement. I choose to farm 2-4 for bruisers only.
I choose 2-3 for farming both speed and tactics because it drops common speed, common tactics, and uncommon bruiser. I save any random uncommon bruisers for future bruiser boosting.
Philosophy 2: The alternative
Since level 2-4 drops uncommon tactics and level 2-3 drops uncommon bruiser some people prefer to farm those for their tactics and bruiser needs. I personally don't like this strategy because although it will net uncommon cards of the same alignment they drop less frequently. But different strokes for different folks.
Quick Farming Tip: One quick tip when farming 1 Energy cost levels. Everybody knows it takes forever but if you progress through the mission until the first reward is given and hit proceed, you can continually click back/proceed to quickly farm the level. The reason I recommend this method is it saves you a couple second each time by removing the need to scroll to the proper mission.
Boost Tip: Uncommons have skills and are easy to farm so if you have high level cards that can be skilled up, save your skilled boosters for those cards. I will note I love the fact that skilled boosters are available at 1 energy cost levels.
Resource Cards
Currently there are four types of resource cards released in Marvel: War of Heroes. Each treasure card is made up of six pieces of treasure, once the six are collected a treasure card is given to the player.
Each set of resources in the game can be collected three times each resulting in three rewards. The first reward is always a card that is unique to the treasures, the second card is an ISO-8 rare, and the third card is the same card as the first so the player can fuse it into a final form.
Storms Cape is the first resource and results in the card (Queen of Lightning) Storm.
(Queen of Lightning) Storm has roughly 3000 atk/def when maxed. In final form she is approaching 4000 atk/def for only 10pwr.
Suitcase is the second resource and results in the card (Legal-Eagle) She-Hulk.
(Legal-Eagle) She-Hulk has roughly 3300 atk/def when maxed. In final form she is just under 4700 atk/def for only 12pwr.
Sword of Proficiency is the third resource and results in the card Taskmaster.
Taskmaster has roughly 3500 atk/def when maxed. In final form he is just under 5000 atk/def for only 14 pwr.
Assassin's Choker is the fourth resource and results in the card X-23.
X-23 has roughly 3800 atk/def when maxed. In final form she is just over 5000 atk/def for only 16 pwr.
Completion of all four sets will result in 8 Rare cards and 4 ISO-8. Another thing to note is that since these cards are very abundant, they are worth far less than normal rares. But X-23 and Taskmaster are worth considering maxing and using in your deck.
Each set of resources in the game can be collected three times each resulting in three rewards. The first reward is always a card that is unique to the treasures, the second card is an ISO-8 rare, and the third card is the same card as the first so the player can fuse it into a final form.
Storms Cape is the first resource and results in the card (Queen of Lightning) Storm.
(Queen of Lightning) Storm has roughly 3000 atk/def when maxed. In final form she is approaching 4000 atk/def for only 10pwr.
Suitcase is the second resource and results in the card (Legal-Eagle) She-Hulk.
(Legal-Eagle) She-Hulk has roughly 3300 atk/def when maxed. In final form she is just under 4700 atk/def for only 12pwr.
Sword of Proficiency is the third resource and results in the card Taskmaster.
Taskmaster has roughly 3500 atk/def when maxed. In final form he is just under 5000 atk/def for only 14 pwr.
Assassin's Choker is the fourth resource and results in the card X-23.
X-23 has roughly 3800 atk/def when maxed. In final form she is just over 5000 atk/def for only 16 pwr.
Completion of all four sets will result in 8 Rare cards and 4 ISO-8. Another thing to note is that since these cards are very abundant, they are worth far less than normal rares. But X-23 and Taskmaster are worth considering maxing and using in your deck.
Monday, November 19, 2012
Fusion
So, fusion is pretty straight forward in Marvel: War of Heroes. Fusion itself is the process of combining two of the same card to increase its potential power as well as its rarity.
A card that is uncommon quality fused with another uncommon card will be boosted up to rare quality. Each card will also have 5% of its current stat points carried over to the final version if it is not maxed. If the card is max level it will carry over 10% of its current stat points.
So, to show how this works I will use cards that don't exist with stats that don't exist but will illustrate the point:
Emma Frost: 1000 base attack 1000 base defense
3000 max attack 3000 max defense
Emma Frost+: 2000 base attack 2000 base defense
4000 base attack 4000 base defense
1) Using this example, if two base Emma Frost are combined they will each carry over 5% of 1000 atk/def to the final form, so 50pts each. This means the final form will begin at 2100atk/def and end at 4100atk/def.
2) Using the same example, if two max Emma Frost are combined they will each carry over 10% of 3000atk/def to the final form, so 300pts each. This means the final form will begin at 2600atk/def and end at 4600atk/def. Obviously this is a large variance.
Now, Fusion does not end with pure levels, there is also Mastery to be considered. Mastery increases a cards stats by roughly 37% of the base stats once it is maxed. If it is not maxed it doesn't increase the cards stats.
3) Using the same example from above, an Emma Frost maxes level and mastery resulting in 3370atk/def. Using two max level/mastery Emma Frost she will retain 10% of 3370atk/def in the final form, so 337pts each. This means the final form will begin at 2674afk/def and end at 4674atk/def. Obviously this variance seems small.
Now, at first glance it appears that leveling mastery isn't very important, but it can be if the cards base stats are high. There is also a perceived value to people you want to trade with eventually. The easiest way to computer the mastery stats is the end result will be an extra 7.4% of the base stat of the card if you max mastery and level on both.
Also, if a card is Fused at max mastery, it will carry over 100% of its mastery points to the final form, saving you on work. Because of this I always view mastery as free points and should be maxed as much as possible.
Hopefully this helps with any questions on fusion.
A card that is uncommon quality fused with another uncommon card will be boosted up to rare quality. Each card will also have 5% of its current stat points carried over to the final version if it is not maxed. If the card is max level it will carry over 10% of its current stat points.
So, to show how this works I will use cards that don't exist with stats that don't exist but will illustrate the point:
Emma Frost: 1000 base attack 1000 base defense
3000 max attack 3000 max defense
Emma Frost+: 2000 base attack 2000 base defense
4000 base attack 4000 base defense
1) Using this example, if two base Emma Frost are combined they will each carry over 5% of 1000 atk/def to the final form, so 50pts each. This means the final form will begin at 2100atk/def and end at 4100atk/def.
2) Using the same example, if two max Emma Frost are combined they will each carry over 10% of 3000atk/def to the final form, so 300pts each. This means the final form will begin at 2600atk/def and end at 4600atk/def. Obviously this is a large variance.
Now, Fusion does not end with pure levels, there is also Mastery to be considered. Mastery increases a cards stats by roughly 37% of the base stats once it is maxed. If it is not maxed it doesn't increase the cards stats.
3) Using the same example from above, an Emma Frost maxes level and mastery resulting in 3370atk/def. Using two max level/mastery Emma Frost she will retain 10% of 3370atk/def in the final form, so 337pts each. This means the final form will begin at 2674afk/def and end at 4674atk/def. Obviously this variance seems small.
Now, at first glance it appears that leveling mastery isn't very important, but it can be if the cards base stats are high. There is also a perceived value to people you want to trade with eventually. The easiest way to computer the mastery stats is the end result will be an extra 7.4% of the base stat of the card if you max mastery and level on both.
Also, if a card is Fused at max mastery, it will carry over 100% of its mastery points to the final form, saving you on work. Because of this I always view mastery as free points and should be maxed as much as possible.
Hopefully this helps with any questions on fusion.
Marvel: War of Heroes Beginners Guide
Marvel War of Heroes is a relatively newcomer to the Trading Card Game (TCG) genre for mobile gaming. Like any TCG it revolves around the collecting of cards and the strengthening of a players deck. To anybody who has played games like Rage of Bahamut much of this guide will be a repeat of information. For those who haven't played a TCG before hopefully this guide serves to help you.
Tutorial:
The game will begin by helping you with the most basic of the basics. After completion of running through a quest, evolving a card, and battling an opponent, the game will then progress to the referral code screen before you continue to give you a chance to attain a bonus.
Referral Code:
You should always use a referral code to begin the game since it gives you a rare card as well as starter cash. There are hundreds posted all over but I'd appreciate if you use mine:
Quick Tips for this point:
Do not pull your silver out of presents, you only have 10 defense and as you power quest for levels you will attain treasures. People will attack you for these treasures and take portions of your silver so keep the silver safe in your mail for the time being.
Stat Distribution:
As you get started you will notice that you have the option to allocate status points as you level. The points can be distributed between three stats: Energy, Attack, Defense.
Energy is used in order to progress through quests and is the resource that is used during the leveling process. At the start of the game you want to put anywhere from 100-180 points in Energy to power through the leveling process. *Sidenote* If an event is going on that requires attack, participating in that event is important so level your Energy to 100 or so and the start putting points in attack, this will allow you to participate in the event. After the event continue into Stamina until you're comfortable.
Attack points determine the total power of the cards allowed in your deck while attacking as well as the number of times you can attack somebody. For example if all your cards power equates to 50pwr, and you have 100 attack, you can attack twice with that deck. On a different note, if your five cards power equates to 100pwr and you only have 50 attack, you can't attack at all.
Defense points determine the total power of the cards allowed in your deck while defending as well as the number of times you can defend against an attack (this is calculated differently than attack). The same example from attacking holds true with a variation. Normally you will only lose about 10% of your defense each time you are attacked.
So how do you distribute them. I generally follow the guidelines of 100-180 Energy to start. Afterwards I level defense up to 100 and then attack up to 100. After that I generally get them both to 150 each before finally pumping all of my points into attack.
Missions:
Missions are your main source of cards+xp. After every 5 quests you'll fight a boss. This boss once defeated will give you silver, power packs, shield barriers, and rare enhancement cards. Do not use
any of these until you are higher level.
Missions also drop resources, resources can be used to create a rare card.
Resources:
Resources are six pieces of treasure that can be combined into rare cards. There are three ways to attain resources: Mission, Battle, Donation. You will randomly attain treasure in missions, you can battle people to steal their treasure, and your friends/order can donate a treasure to you. Each resource can be completed 3 times. The first time will yield a card, the second time ISO, the third time a card.
Team Members:
Every time you have a spot open in your team members you should be inviting people to be your team member. Each member gives you 5 additional stat points to allocate. Once you have a team member for two weeks you can trade cards/items with that team member. Also, daily you can send a rally (short message) to that team member to earn points you can spend on card packs.
Alliances:
Alliances are groups of players that are your actual team. Many of the events have personal reward and alliance rewards, joining an active alliance can help you progress rapidly through the game. Once you are in the alliance for two weeks you can trade with any member who has also been in the alliance for two weeks. For the reason of trading I advise you don't overlap your team members and your alliance.
Battles:
Battles are the main part of the game where decks are pitted against each other. The attackers deck is faced against the defenders deck. After the battle is complete the winner will earn silver based on the opponents current silver. Also, if the attacker targets a treasure and wins, he will gain the treasure.
Some notes: Battles are the best way to gain mastery for your cards. Battling somebody significantly lower level than you will normally result in a loss as a punishment. Write down the names of high level players who only have 10 defense. These are stamina accounts and can be farmed 3x a day for mastery and money.
Energy and Power Packs:
As you level you will gain energy and power packs. Currently I am only seeing Energy/Power packs for personal use. These cannot be traded. Eventually there should be energy and power packs that are tradeable. Save these until you are higher level. A pack has a value based on recharge times.
For example, every minute you gain a point in energy/atk/defense. So, if you have 500 Energy, an energy pack (EP) is worth 500 minutes to you. Because of this, using an EP when you have 30 energy can only be described as foolish. I also don't recommend using these items unless there is an event running and it will aid you in that event.
Events:
Always participate in events. They are the best way improve your deck and gain resources. Nuff said.
Trading:
Currently the only option for trading is with people above level 10 that you have either had on your team or in your Alliance for two weeks. Eventually there will be an auction house system, but for the moment it is important to keep cards in motion to make your deck more powerful.
Cards:
Cards come in various rarities. There are Common, Uncommon, Rare, Super Rare (SR), Super Super Rare (SSR), Ultra Rare (UR), Legendary (Can only be accomplished by combining two UR). Be aware that when a card is combined it will achieve a higher rarity and gain a + sign at the end of its name. It will also have full stars on the right side of the card instead of one missing. The difference in value between Rare and SR is very large. The biggest struggle players have is gaining SR cards. Build a strong deck of evolved Rares before going after Super Rares.
Fusion/Boost:
Fusion is the combining of two of the same card into its final form. Boosting a card is feeding cards to a different card in an effort to gain levels and stats for the card. If cards are fused below max level they will transfer 5% of their current stats to the final form as a bonus, if cards are fused at max level they will transfer 10% of their current stats to the final form as a bonus. If a card is maxed mastery, they will transfer 5/10% of their bonus stats from mastery to the final form as well as however many mastery points it has. This will be covered more in depth at a later time. For arguments sake, you want to max a cards level and mastery through boosting and battling before combining it with one of the same type for maximum results. Cards below Rare should just be combined with impunity since they have much lower value and leveling them would be a waste of silver.
Finally:
Don't get discouraged. I know a lot of people who get frustrated because they don't feel that they can progress in these games. Trading card games are meant to take quite a bit of time. Some people spend money and get ahead fast, but if you don't want to spend money it takes more time. Personally I prefer not spending money because its a lot more of a challenge and allows more gameplay for me. Good luck, have fun.
Tutorial:
The game will begin by helping you with the most basic of the basics. After completion of running through a quest, evolving a card, and battling an opponent, the game will then progress to the referral code screen before you continue to give you a chance to attain a bonus.
Referral Code:
You should always use a referral code to begin the game since it gives you a rare card as well as starter cash. There are hundreds posted all over but I'd appreciate if you use mine:
q w y 7 0 1 6 7 9
Quick Tips for this point:
Do not pull your silver out of presents, you only have 10 defense and as you power quest for levels you will attain treasures. People will attack you for these treasures and take portions of your silver so keep the silver safe in your mail for the time being.
Stat Distribution:
As you get started you will notice that you have the option to allocate status points as you level. The points can be distributed between three stats: Energy, Attack, Defense.
Energy is used in order to progress through quests and is the resource that is used during the leveling process. At the start of the game you want to put anywhere from 100-180 points in Energy to power through the leveling process. *Sidenote* If an event is going on that requires attack, participating in that event is important so level your Energy to 100 or so and the start putting points in attack, this will allow you to participate in the event. After the event continue into Stamina until you're comfortable.
Attack points determine the total power of the cards allowed in your deck while attacking as well as the number of times you can attack somebody. For example if all your cards power equates to 50pwr, and you have 100 attack, you can attack twice with that deck. On a different note, if your five cards power equates to 100pwr and you only have 50 attack, you can't attack at all.
Defense points determine the total power of the cards allowed in your deck while defending as well as the number of times you can defend against an attack (this is calculated differently than attack). The same example from attacking holds true with a variation. Normally you will only lose about 10% of your defense each time you are attacked.
So how do you distribute them. I generally follow the guidelines of 100-180 Energy to start. Afterwards I level defense up to 100 and then attack up to 100. After that I generally get them both to 150 each before finally pumping all of my points into attack.
Missions:
Missions are your main source of cards+xp. After every 5 quests you'll fight a boss. This boss once defeated will give you silver, power packs, shield barriers, and rare enhancement cards. Do not use
any of these until you are higher level.
Missions also drop resources, resources can be used to create a rare card.
Resources:
Resources are six pieces of treasure that can be combined into rare cards. There are three ways to attain resources: Mission, Battle, Donation. You will randomly attain treasure in missions, you can battle people to steal their treasure, and your friends/order can donate a treasure to you. Each resource can be completed 3 times. The first time will yield a card, the second time ISO, the third time a card.
Team Members:
Every time you have a spot open in your team members you should be inviting people to be your team member. Each member gives you 5 additional stat points to allocate. Once you have a team member for two weeks you can trade cards/items with that team member. Also, daily you can send a rally (short message) to that team member to earn points you can spend on card packs.
Alliances:
Alliances are groups of players that are your actual team. Many of the events have personal reward and alliance rewards, joining an active alliance can help you progress rapidly through the game. Once you are in the alliance for two weeks you can trade with any member who has also been in the alliance for two weeks. For the reason of trading I advise you don't overlap your team members and your alliance.
Battles:
Battles are the main part of the game where decks are pitted against each other. The attackers deck is faced against the defenders deck. After the battle is complete the winner will earn silver based on the opponents current silver. Also, if the attacker targets a treasure and wins, he will gain the treasure.
Some notes: Battles are the best way to gain mastery for your cards. Battling somebody significantly lower level than you will normally result in a loss as a punishment. Write down the names of high level players who only have 10 defense. These are stamina accounts and can be farmed 3x a day for mastery and money.
Energy and Power Packs:
As you level you will gain energy and power packs. Currently I am only seeing Energy/Power packs for personal use. These cannot be traded. Eventually there should be energy and power packs that are tradeable. Save these until you are higher level. A pack has a value based on recharge times.
For example, every minute you gain a point in energy/atk/defense. So, if you have 500 Energy, an energy pack (EP) is worth 500 minutes to you. Because of this, using an EP when you have 30 energy can only be described as foolish. I also don't recommend using these items unless there is an event running and it will aid you in that event.
Events:
Always participate in events. They are the best way improve your deck and gain resources. Nuff said.
Trading:
Currently the only option for trading is with people above level 10 that you have either had on your team or in your Alliance for two weeks. Eventually there will be an auction house system, but for the moment it is important to keep cards in motion to make your deck more powerful.
Cards:
Cards come in various rarities. There are Common, Uncommon, Rare, Super Rare (SR), Super Super Rare (SSR), Ultra Rare (UR), Legendary (Can only be accomplished by combining two UR). Be aware that when a card is combined it will achieve a higher rarity and gain a + sign at the end of its name. It will also have full stars on the right side of the card instead of one missing. The difference in value between Rare and SR is very large. The biggest struggle players have is gaining SR cards. Build a strong deck of evolved Rares before going after Super Rares.
Fusion/Boost:
Fusion is the combining of two of the same card into its final form. Boosting a card is feeding cards to a different card in an effort to gain levels and stats for the card. If cards are fused below max level they will transfer 5% of their current stats to the final form as a bonus, if cards are fused at max level they will transfer 10% of their current stats to the final form as a bonus. If a card is maxed mastery, they will transfer 5/10% of their bonus stats from mastery to the final form as well as however many mastery points it has. This will be covered more in depth at a later time. For arguments sake, you want to max a cards level and mastery through boosting and battling before combining it with one of the same type for maximum results. Cards below Rare should just be combined with impunity since they have much lower value and leveling them would be a waste of silver.
Finally:
Don't get discouraged. I know a lot of people who get frustrated because they don't feel that they can progress in these games. Trading card games are meant to take quite a bit of time. Some people spend money and get ahead fast, but if you don't want to spend money it takes more time. Personally I prefer not spending money because its a lot more of a challenge and allows more gameplay for me. Good luck, have fun.
Sunday, November 18, 2012
Avengers Recap
Fortunately with what I learned I will be ready for the next event. Personally I think this event is severely flawed because of the way it distributes points to the players, but overall it was an awesome way to gain a ton of silver and feeders for my deck.
The way The Avengers event works is a specific boss is attacking and the Avengers are called to defend against the boss. The boss has a specific weakness that shifts daily between Bruiser, Speed, and Tactics. The boss has two health bars, one is for Parts, the other is for Health. A boss is defeated once his health is depleted, but if his Parts are destroyed the player gets a bonus. The rewards for defeating a boss are ISO-Shards which can be traded in for cards.
Player ranking is determined by points throughout the the event. The points a player gains also goes toward their team ranking. Event rewards are decided based on players/teams points and in order to qualify for certain tiers of team rewards, a players individual points need to meet a threshold.
How Points are Gained:
In the Marvel Avengers event player ranking was determined by the points that they earned. Unfortunately the way to earn points if flawed. You only gain points if you generate the most damage out of the group or if you deal the finishing blow. This means that if you blow all your attack on a boss and deal 49% of the damage, then ask for team members help you could end up with zero points.
How Shards are Gained:
There are two types of shards, green and purple. Green shards are gained by damaging the main health, purple shards are gained by damaging parts. In essence parts damage is enhanced by using the daily alignments cards and is recommended. As long as the boss is defeated and you contributed you will gain shards.
How to Make the Most of Avengers:
Because of the function of points players have to kind of be asses to gain points.
Rule 1: Always do 51% or more of the damage to a boss before asking for help. This way you will get the star agent bonus and the points that go along with it.
Rule 2: Only heavily contribute in fights where you can either perform the finishing blow or do 51% of the damage as these are the only two ways to get points from a boss.
Rule 3: Always save a low power card to do one attack. Do one attack on every boss available. As long as you attack once you will gain ISO-Shards to purchase cards.
Chances are this will be a recurring event so hopefully this helps people on the next event. I can tell you I didn't realize how points were attained and probably cost myself 1000-2000 in ranking by just attacking bosses and receiving no points.
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