One of the unique features of health in Marvel: Avengers Alliance is that the maximum health of a hero can’t be increased in the middle of a battle, unlike the majority of other base stats of a hero. While health can’t be increased directly, it can be effectively increased through the use of shields. A shield placed on a fully healthy character acts like extra health and a shield placed on a damaged hero acts like healing. This flexibility for shields is very useful. The following guide to the best shields in Marvel: Avengers Alliance will help you determine which shield is best for your team.
Force Field (Invisible Woman) – This shield has a number of advantages. First, it applies to all allies and the shield value is roughly 28% of Invisible Woman’s health. This means you can increase the value by adding health increasing ISOs to Invisible Woman. Additionally, if nobody on her team has Force Field active, Invisible Woman will use this power when she counterattacks, which means you have a chance of activating it for free. Finally, the Circulating Empowered ISO makes this shield remove and prevent debuffs as well as protect from attacks. That is an incredibly powerful advantage that is only matched by one other shield in the game.
Magnetic Field (Magneto / Magnetic Field Generator) – Just like Force Field, Magnetic Field applies to all allies. Unlike the Force Field, the value of the shield is different for each ally. The shield is always equal to 22% of the health value of the target, so it works better on higher health targets. The main benefit of this shield, though, is the fact that it grants the target an immediate extra turn when damage destroys it. Usually this means that the action taken to make the Magnetic Field is returned at a later time and one or two additional actions are gained by other team mates as well. There is also an improved version of this shield created by the Custom Magnetic Field Generator that grants 25% of health value as a shield, instead of 22%.
Nanite Electromagnetic Shield (Nanite Inductive Nailgun) – This shield is rather ordinary because it has no additional special effects and only grants a shield that is 20% of the health of the agent. The main benefit of this shield is that it has a high chance to activate without an action. It is activated whenever the Nailgun is fired and the Nailgun can counterattack any attack directed at the agent. The chance for the Nailgun to counterattack is high, which means this shield tends to absorb a very high amount of damage.
Reconstruction Matrix (Rescue) – Reconstruction Matrix is very similar to Force Field. It shields all targets for 18% of Rescue’s health. Thus, increasing her health increases the value of the shield, even if the target has low health. Additionally, this shield grants two other benefits. First, the shield applies fortified and this buff remains after the shield falls. Second, at the start of any character’s turn, if that character is protected by Reconstruction Matrix, that character heals 18% of Rescue’s health. This is a great shield to use after team mates have taken a little damage.
Shield (Savant’s Spear / Protective Empowered ISO) – This shield is actually quite simple. It grants protection equal to 25% of the target’s health to every member of your team. The main advantage of this shield is that you don’t need to take an action to activate it. It appears at the start of every battle automatically. There is no way to replace it once it runs out or is destroyed, but it effectively increases each of your team member’s health by 25%.
Void Shield (Void Generator) – The Void Shield has one major disadvantage. You need to have high capacity charge on your agent to apply it to all allies and that buff requires a different item to be equipped and used as a quick action. But, assuming you have both items, the Void Shield is roughly 30% of the health of your agent and applies to all allies. Furthermore, it removes all negative status effects when applied and prevents negative status effects while it is active. This is the same benefit that Invisible Woman applies with Circulating Empowered ISO and just as good for the same reasons.
Light of the Seraphim (Modern Dr. Strange Defender Special Ability) – Light of the Seraphim has a chance to preemptively appear on any ally before an attack against that ally resolves. When it does, it grants a shield equal to 19% of Dr. Strange’s health. Additionally, this shield stacks with every other shield listed above. Normally shields overwrite each other. Thus, with Magneto and Dr. Strange on the same team, this shield could activate, Magnetic Field would absorb the damage from a hit possibly granting the ally an additional action, and Light of Seraphim would still be completely undamaged. It is an amazing combination that is definitely worth the Command Points it costs to get this alternate uniform.