Overview, Guide, and Walkthrough

[pullquote align=”left|center|right” textalign=”center” width=”100%”]Check out our SHIELD Enforcement Training Guide, Part 2[/pullquote]



Boosting is the process of sacrificing unwanted cards to enhance a specific card along its level progression.
The card you want to enhance, will gain levels, and in the process will become stronger.

Using cards that have a skill on them to enhance will also give a small percentage that the level of the card’s skill will increase by one.

There are many characteristics to this game that are unlike Rage of Bahamut. Marvel: War of Heroes also adds one completely new detail to a card which is: Mastery.


Card Types 

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‘Feeders’ refers to cards that are consumed during the boosting process to increase the level and/or ability of the enhanced card. Any card, other than the card you are attempting to boost can be used as a Feeder. Since Feeder cards are consumed in the boosting process, generally most Feeder’s you will want to use should be low level, high availability cards. The best way to get your hands on Feeder cards is to farm the initial Mission 2-3 and 2-4. This mission is unique because it spends the least amount of Energy, but also has a chance to grant you an Uncommon skill feeder in the process!!

It is important to be aware of the cards you are using during the boosting process for a few reasons:


  1. If you use a Feeder card with the same alignment as the boosted card, you will gain more experience than if you used a Feeder card from one of the two other alignments. This will be explained later in the Boosting section.
  2. The key here is to make sure that the Feeders you use are aligned because not only will they be granting you more XP per boost, but taking the time to do this correctly will end up saving you hundreds of thousands of silver in the process. This is mostly noticeable when boosting S Rare and up cards, since at the level 35 marker each boost can easily cost you between 35000 and 45000 silver. (SSR up to Legends costing 80000+ past level 55).


Skill Feeders

Some Uncommon cards have skills and most Rare and up cards do as well. When boosting a card that has a skill to with a Feeder card that has a skill, there is a calculated chance that the skill of the enhanced card can be increased by one. This is referred to as skill enhancing or leveling skills. For now, understand that if a Feeder card has a skill (most Uncommons and poor rares), you should reserve it for skill enhancing later on. When claiming items from your presents list, consider this as well so that you do not fill your roster up with cards you are not planning on using immediately (cards in your presents list never expire or disappear until claimed). The best source to acquire skill feeders are from Mission’s 2-3 and 2-4: the Iron Man and Wolverine Uncommons that are in each of these have a skill and are very easy to obtain. You can also increase a skill feeder’s % increase chance and potency by increasing the skill’s level.


Special Cards

There are currently three unique cards in the game, not designed for deck or Leader use. They are as follows:

  • [Level Up] ISO-8: A Feeder that gives a fixed +300% Xp (+450% with a Ultimate Boost).
  • [Ability Boom] ISO-8: An ability feeder that grants a fixed 50% chance to level up the ability level on a boost, per boom that is used. This means if you boost with 2 boom’s you are guaranteed to level up the card’s ability!! A must have for maxing out top tier legend decks!
  • [exchangeable with silver] Vibranium: Not meant for Feeding to other cards, this card can uniquely be sold for 10,000 silver and is a source in many Events.

Experience gain

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Max Level

Cards can be boosted up until their maximum level. The following list should be looked at as guideline on how many levels a card requires to reach its Max Level (fused or not):

Rarity Level
Common – 20
Uncommon – 30
Rare – 40
Special Rare – 50
Super Special Rare – 60
Ultra Rare – 70
Legendary – 80

All cards will follow this rule of thumb with the exception of the Special Cards cards listed above and the invitation special card: [Secret Agent] Black Widow.



  1. Save Skill Feeders for Skill Boosting.
  2. Matching a Card Type increases the effectiveness of the boost.
  3. If you have multiple Feeders, group them together in hope of an Ultimate Boost and in doing so save yourself quite a bit of silver.
  4. Fused Feeders grant a higher percentage of boost per card than the prior version.
  • Fusing Feeders is the best way to gain a boost through the increased Rarity Multiplier as well as increasing the skill’s level.
  • Use Evolved Feeders to save silver during higher level boosts (after level 25+).



Every card in the game has a specific mastery value and gains a set bonus ATK and DEF once that card has been mastered. It is important in addition to max boosting your cards, to also master them prior to and after a fusion. If you fail to do so, you could be shorting yourself anywhere between 100-700 ATK and/or DEF on the final stats of your fused card!! It does not matter if you master your card before or after it has been max boosted, you receive the same set bonus.


You can obtain mastery through the following ways:

  1. Winning a battle against another player will yield you anywhere from 0-5 mastery for each card in the winning deck.
  2. Quest drops have a 1/6 chance of granting mastery. The mastery value obtained will be equal to the amount of energy consumed to swing once for that quest. (anywhere from 1-13 depending on the quest). It is important to know that only one single card will receive this bonus, and that though it may seem ‘random’ at times which cards gets picked, the card that receives priority for this are cards that are in your active deck list starting with your top most ATK deck and moving down the list eventually to your DEF decks. Once all cards in your decks are mastered, it will be randomly assigned to a card in your inventory. Your leader card has no affect on the selection of this card.


With that being said, in preparation for mastering cards that you are planning to use often, the best recommendation is to form a deck with all of the cards that you need to gain mastery with and attack a ‘farm’ account over and over. You can attack another player up to a maximum of 3 times per day, and currently accounts have a set amount of mastery that they can assign to you depending on level and skill differential.

“Farm” accounts are duplicate or additional accounts that other players create in hopes of getting Special Rare or better cards from the Ultimate Card Packs that you can obtain from the intro levels. Though this is a very cheap and easy way to gain Ultimate CP’s, it is extremely time consuming to set up and manage multiple accounts. For the time invested, you are better off spending $20 on Mobacoin, and purchasing the daily 100 Mobacoin Ultimate CP.

Anyways, these are a list of current known high level farm accounts that have a DEF rating of 10 from which you can farm mastery from (in order of higher to lower, 5 – 3. Accounts less than 3 are not listed):

  • Goma7777
  • QLaPlace
  • Trcoba
  • Schloffatm
  • Jabronii
  • Kreul2
  • JackyJack00


Listed accounts of DEF of 50 or less that grant worthy mastery values:

  • KrazyJuggernaut
  • Hulkingapoc
  • Deathsxwill
  • Dannycoker814
  • Predicus


One last thing  to acknowledge is that on occasion, it appears that if an account has been attacked more than 250 times in a day, it’s mastery value has been reduced to zero. It is not confirmed if this is working as intended or if it is a bug, so make sure to attack those that grant the higher values earlier in the day.

Boosting Costs

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For each card in the game, it has a starting boost level of 1, and goes up to a maximum of 80, depending on rarity and current fusion. The only card excluded from the level rules is the [Secret Agent] Black Widow, which has its own unique guidelines. Each card will require both a cost of silver and 1-10 feeder cards to be paid for each boost to occur. The initial boost will always grant a +200% of whichever cards are consumed in the process, and can still be affected by the Ultimate Boost, which gives an additional 50%. There are certain factors you will want to understand to properly and effectively boost a card such that you can save cards, silver, energy, and your time to boost in the correct and most effective fashion. Fortunately one of our Alliance members took the time and patience to formulate this great guide that we have used as a framework for everything and feel that you should too!


What is Boosting?  Why should I bother? John Siadak’s Professional Guide to Boosting!

If you are a visitor to the site/alliance and find this boosting guide helpful please use my referral code for MARVEL: War of Heroes the Referral Code is: trb920744.  This code will get both you and I a Black Widow and some silver!



Boosting is the process by which you take one card (usually a rare or better) and designate it as a “Base” card.  This is the card you will be boosting. You take the base card and “feed” from 1-10 other cards to it to improve the experience rating and/or the ability level of the base card at the cost of removing the feeder card(s) from existence.  Each boost also costs some silver determined by the current level of the base card being boosted.  Each time you boost a base card with a feeder card it will gain some amount of experience based on several factors listed below.  As the card gains experience it will level and increase its attack and defense giving you a more powerful card.


Experience, Attack, and Defense Gains:

Experience rating is simple.  Every time you feed enough cards to another card to cause it to get to 100% experience you gain a level.  When you gain a level you will get a predetermined amount of attack and defense on the base card.  Sometimes you will gain a lot of defense at low levels and a lot of attack at higher levels, sometimes it will be equal, sometimes it will be attack at low levels and defense at higher levels.  The important thing to know is that the more initial attack and defense the base card has the more attack and defense the card will gain when it levels.  Therefore proper fusing is very important (more on that later).  Eventually your card will get to the “max level” and you will no longer gain attack and defense for feeding cards to boost it, however you can still gain ability levels EVEN IF its base level is maxed.

What is the best way to level your cards quickly and cheaply?  Here are some tips:

1. Try to use feeder cards from the SAME FACTION as the base card being boosted:  Kitosumi has tested this, and using a card with the exact same PWR rating and boost factors, the same faction Uncommon feeders granted an additional 6.579% bonus per card when used!! If you factor that over 10 cards you’re gaining a total of 65.79% over the whole Boost!!  Therefore it is most efficient if you are leveling different cards at the same time from different factions to use the cards that share a faction with it.  Also make sure to choose feeder missions that you can do to maximize your energy. When farming for Feeder cards make sure you have a plan for obtaining them so that you are efficient and effective.

2. Farm feeders Efficiently:  The key to boosting cards quickly is to have a lot of cards to use on them.  If you always play missions that use 10 Energy per attack or more you won’t get cards very quickly. The best way to quickly get cards for boosting is to go back and play the first missions available to get piles of cards for only 3 stamina per card.  Not all feeders are equal though.  The greater the POWER REQUIRED on the feeder card the more experience the card will give you when you use it, so try to pick a mission that gives feeders with high PWR Required for a LOW stamina cost.  The best options are 2-5 or 2-4.  I prefer 2-4 because it gives me a chance at uncommons for ability level skill ups. If you are farming to improve a TACTICS card, you will also want to consider 2-3 since you can gain Tactics commons while still giving a chance at obtaining uncommon skill feeders. Keep in mind that you have the SAME chance at obtaining an uncommon skill feeder as you do a common, this is important to understand for times such as ‘silver farming.’

3. Use ISO-8 Efficiently:  The higher level your cards get harder it is to level them with increased Silver costs. The early Boosts will be cheap and easy to do regularly, but later on each boost could cost you from 80,000-100,000 silver. Therefore, you want to SAVE your ISO-8 for the last few levels of a card.  NEVER use ISO-8 on the first 20-25 levels of a card and be careful to not “overboost” by using more cards/ISO-8 than a card has room to grow.  For example if your card is at 35/40 with 50% of the experience bar filled it would be a waste to use 2 ISO-8 since each ISO-8 ALWAYS provides a minimum of 300% experience.  Remember: you can get an Ultimate Boost as well, so you will want to use your ISO-8 when the card needs 450% to be maxed so you get full use of it (assuming you  get lucky and get an ultimate boost).


Ability Level Gains:

Ability levels go from 1-10 and increase the power of abilities which are used in combat situations. Having a card at ability level 10 allows SR’s or SSR’s to stand toe-to-toe with UR’s and win. This is a great way for players without the money to spend on the card packs a way to compete with Mr. Moneybags. The art of leveling abilities is considered a professional characteristic of WoH so if you are looking to compete within the top tier, you’ll want to study this regularly.

Ability level gains are just as important as experience but are often overlooked by newer or experienced players.  The more ability levels you gain early in a card’s boosting the less you will have to feed valuable cards to it later when it has already achieved its maximum experience level and is pricy against your silver purse.

Baby Steps: Any time you boost using a feeder card that has ANY ability to a base card that also has an ability you have a chance of getting an ability level gain.  Unlike experience gain, ability levels are %-based (the % is displayed on the boost prescreen) and they are NOT guaranteed. To increase the chance of getting an ability level you can do several things:

1.  Use more feeders with abilities:  If you feed 10 cards with abilities your chances will be significantly better than feeding a single ability feeder card and 9 other feeders without abilities.

2.  Fuse ability feeders together before boosting: Cards of higher rarity with abilities have a higher chance of gaining ability levels. The difficutly to gain ability levels is a relatively exponentially increasing formula, so you will get to the point where you want to FUSE the feeder uncommons into feeder rares. Early on rare cards may only grant an additional 50% to an ability’s chance to level, but as the level increases they will have over a double % chance to increase ability gains. Therefore they are a necessary component you must consider and plan out to properly gain ability levels, ESPECIALLY when boosting starts to get expensive in later levels or at max level.

3.  Focus on boosting abilities starting at experience level 1:  As card’s levels increase it gets more and more expensive to boost them.  If you start from level 1 trying to boost your cards’ ability levels you will have less work to do when you get it to max level and save a lot of silver.  REMEMBER cards that you plan on fusing will LOSE their ability level so save your ability feeder cards for final forms of cards if you have the room in your inventory.  Use commons or fused commons without abilities on the cards you plan on fusing and save the uncommon skill Feeders for the fused form.


You may be wondering, “well I understand what you wrote, but WHEN DO I USE Uncommon, Rare, or S Rare skill Feeders?!??” Kitosumi has developed this priority list to leveling skills, which you should closely use as a direct guideline. The only thing that hasn’t been discussed yet as to leveling abilities is the final factor in the calculation %. This is the Ability Level of the Feeder Card. This means, if you level the ability of a SR skill feeder to level 3, and do this over 10 cards, you can increase the % chance by over 100% more than what those cards could grant with just a level 1 ability. This is IMPERATIVE, because using SR skill Feeders is not cheap and they are not easy to obtain, so you will want to follow the table. Formal spreadsheet with percentages are to follow:

Ability Level : Feeder Rarity : Feeder Rarity’s Ability

2-3 : Uncommon : Level 1

4-6 : Rare : Level 1 – 2 (Level 2 at level 6)

7-10 : S Rare : Level 3


With that being said, it is important to consider the most effective and cheap Rare and SR Skill Feeders. Cards that have almost Zero usability will be rare feeders and SR feeders you will want to use. Rares are easy to obtain since you can just fuse two uncommons together, but the SR’s are trickier. Currently the best SR feeder for levels 7-10 is (as you ALL already have) [Secret Agent] Black Widow+. The reason for this is the low level requirement that it has as a SR. It maxes out at level 30 boost, which means its a LOT cheaper to feed uncommon feeders to it even when it is maxed out. Other relatively useless cards you can use as SR Skill Feeders include: [Scientist] Beast, Green Goblin, Moon Knight, Taskmaster, [Legal Eagle] She-Hulk, and [Queen of Lightning] Storm. Their final ATK and DEF values are generally not worth spending the silver or time/effort.


Silver Managment

One of the biggest differences between Marvel: War of Heroes and other CCGs like Rage of Bahamut is that silver is an important resource that you don’t have enough of.  Each time the level of the card you are boosting increases it DRAMATICALLY increases the silver cost of the next boost, therefore at high levels on SSRs and URs it can cost as much as 10,000 silver PER CARD to boost.  Because the amount of silver is based on the level of the card and the number of cards(and their rarity) used NOT the amount of experience you will gain from using cards it is important to use “off-faction” boosters, common boosters, and low PWR Rquired boosters on EARLY levels while you SAVE your uncommon boosters, “on-faction” boosters and high PWR Required boosters for LATE levels.  I often like to level 2-3 cards of different factions and levels at the same time so I can efficiently use the results of my farming. If you are in dire need of silver farming, calculations prove that mission 4-3 is the absolute best to do for silver farming. Vendoring every card you get from that mission (especially the Ghost Rider Uncommon which gives 3,300 silver a pop) you gain an average of 138.11 silver per mission completion (the highest in the game yet).

Another thing to remember is that the SELL COST of a card is not directly related to its efficiency as a booster feeder card.  Common cards with low PWR Required might sell for 1,000 silver each.  This means that you should often SELL cards that you get from Rally Packs and BOOST with cards you get from feeder farming.  (Feeders almost always sell for less silver because of the way the game structures stamina usage).

Uncommons are trickier.  They often sell for a lot, but they boost very efficiently and often have a chance of ability level gains.  My rule is to sell uncommons that do NOT have abilities and to BOOST with uncommons that DO have abilities regardless of their silver cost.

The final thing to remember about silver management is to use FUSING to reduce the cost of boosting.  Fusing Iron Man or Wolverine costs 3,000 and chance silver.  You at least double the chance of ability gain and experience gain when you upgrade a card from uncommon to rare. This means that when you get to the point in leveling a card (usually around level 20 or so) where it costs MORE than 3,000 silver per card to boost it it is better for your overall silver management to FUSE the card and then boost with the fused card.  This tactic will save you literally millions of silver over the course of boosting cards, its a pain but don’t forget it!


Fusing is the process by which you take two identical cards and combine them to make a better card (usually of higher rarity).  The cards you fuse together MUST be the exact same in terms of name or you cannot fuse them.  Additionally, with the exception of Black Widow at this point, no card can be fused more than once.  You can tell a card has been fused because it has a + after its name.

When you fuse two cards together the end result gets 5% of the total stats of the first card fused and 5% of the total stats of the second card fused.  Base Level, Experience, and Ability Level are NOT retained after a fuse and will be reset to 1.  Mastery is usually reset to 1 (some exceptions apply see below).  If a card has been FULLY leveled then instead of 5% of the stats it retains 10% of the total stats.  If a card has been fully mastered, in addition to having a higher attack and defense rating in the new form it ALSO will retain HALF of the total mastery for the new card making it quicker to master in its new form.

Ultimately what this all means is that you should never fuse a card you plan on using in your deck until it has been BOTH fully LEVELED and MASTERED or the card you end up with will NOT have its full potential actualized.  This process can take a long time, but it trashes the trade value of your cards if you create an “imperfect form” by not fully leveling and mastering it before fusing.


Review: Boost Strength

Do not overlook the main factors that add to the effectiveness of a boost’s strength. The amount of boost that Feeders will grant a card is directly correlated with these factors and learning the tricks of the trade will save you time, energy, and silver:

  1. The Power Rating of the Feeder.
  2. The Type of the Feeder. (Speed, Bruiser, Tactics)
  3. The Fusion Status of the Feeder. (Base, or Fused)
  4. The Rarity of the Feeder.
  5. The Experience Level of the Feeder.
I hope you enjoyed John Siadak’s guide to professional boosting and continue to follow VGLoft in the future!

Alliances and You

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For certain events (and throughout the game) Alliance positions can play pivotal roles and grant passive benefits. Here’s a list of the positions available, and what they actually do:


Alliance Leader: 10% Bonus to ATK and DEF, can Research, Expel, and Disband Alliance

Vice Leader: 10% Bonus to ATK and DEF

Attack Leader: 10% Bonus to ATK

Defense Leader: 10% Bonus to DEF


Now these roles have an exclusive purpose outside of just the bonus ATK or DEF that they grant. In the upcoming event (traditionally the DEF leader(s) has to be defeated to attack other members of the Alliance/Order), it is very important to have your best defense deck behind your DEF leader, so that you can either slow or stop an opponent’s attack entirely. Alliances with top notch DEF leaders can win entire wars without losing a single battle. On the flip side, having your best Attackers behind your ATK leaders (which I tend to promote to the most active and effective members) allow you to stand on par with their DEF leaders and beat them down. It is for these rules and guidelines that you will typically see only 1 DEF leader per alliance, and many more ATK leaders. There is a limit to how many members can be promoted, based on the alliance rating. I believe the max in WoH right now is either 8 or 10 (with an Alliance fully maxed out).


(More to Follow)

Special Notes: As one of our members has confirmed – Unlike when Rage of Bahamut was launched, War of Heroes does not function properly with Bluestacks. Bluestacks is a PC emulator for Android applications which allowed in the past for used to create an unlimited number or fake ‘authorized’ accounts, and thus farm them out for Legend (equivalent to Ultimate CP’s) Card Packs. This is great because it keeps the list of active registered accounts restricted only to smart phone users. It is uncertain is jailbroken phones can still take advantage of the duping of install files, but it still helps out those of us that are legit players!! 🙂

Card Trading and Proper Valuations

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Being that this is a trading card game, the core component that you’ll want to educate yourself in is the actual value of the cards in the top tier market. This is important for you to do because it allows you to know the value of the cards you own, and the ones you’re looking for. There are many strategies for acquiring cards, but trading for them is sometimes the most fulfilling. The following is a link to a guide by Jeenx showing how he values each card based on supply, demand, usefulness, and what people are willing to pay for it (all based on the formula $1 = 1 power pack). I tend to follow most of the valued prices, depending, but it’s a MUST for anyone serious about doing well in the game.

Sleepy’s Pro Trading Value Guide


There are two main areas you can currently trade in to get the cards you’re looking for, and here are their listings and benefits:

1) Mainstream PRO Market: The mainstream pro market is where everyone values their cards according to current market prices and players will make sure each trade is as even as possible before agreeing to it. It’s the best place to take your high value cards (such as UR Spiderman / Iron Man, or SSR Captain America) and getting the best value for them. This is typically NOT the place for you to bring a bunch of SR’s and trade them up to a SSR, or to trade a low valued SSR for a higher valued one.

2) Alternate Market: The alternate market is comprised mostly of direct player to player or to alliances that are not in the top 250, who are usually more willing to allow for the scales on a trade to be tipped. Here it’s a lot harder to find what you’re looking for, but if you can find the right person and have what they want, you can make out with a STEAL in terms of value. This is the perfect place to make a few trades and turn a low value and relatively useless SSR into a core component in your deck.



**Keep each of these in mind before you decide to run out there and start asking for deals. Asking for bad deals in the Pro market will put a bad taste in people’s mouths and they’ll be much less likely to want to deal with you.




AkA. Kitosumi