On June 6th, 2014, Playdom released Marvel: Avengers Alliance Tactics, a spin-off to the popular Facebook game Marvel: Avengers Alliance. Marvel: Avengers Alliance Tactics features many of the same heroes as the original game, but with drastically altered abilities and powers. The tactical game play and greater variety of powers makes each hero unique from their Marvel: Avengers Alliance counterpart. Agents are generic characters in Marvel: Avengers Alliance Tactics. All agents have a shared set of powers, though you need to train each one individually. Agents are notably weaker than heroes, but have the slight advantage that you can equip them as any class, assuming you can afford alternate uniforms. The following strategy guide to Agents in Marvel: Avengers Alliance Tactics will help you select an optimal power set for him and best use him in combat.
Cost – You get two free agents for every building in your base. Additionally, you can purchase extra agents for 10 Command Points each.
Base Stats – Agents have pitiful stats compared to heroes. Agents stats are all roughly half that of most heroes and sometimes worse. Also, unlike heroes, the Guard power of this character has a slow recovery time instead of a normal recovery time.
Attack Power: Needle Gun (Ranged, Gun / Range: 6, Single Enemy / Recovery Time: Slow) – Needle Gun deals roughly average damage for a single target attack, though the effective damage is about 80% of most single target attacks due to the Agent’s lower attack stat. Additionally Needle Gun has a slow recovery time, which makes it even worse. This is the automatic power that all agents know at level 1, so you will be forced to use it if you send an Agent on a mission, but it isn’t very good.
Attack Power: B&F MP-6 (Ranged, Gun / Range: 6, Wedge All / Recovery Time: Slow) – Wedge means that the attack originates at the Agent and spread out the further it goes. For this particular wedge, the attack is a straight line for three squares and then attacks in a small 2×3 burst before returning to a single square. The damage of this attack is slightly lower than Needle Gun, but the attack is generally more useful. The wedge is such a shape that you can almost always include two enemies and can even regularly include three enemies in some Tasks.
Attack Power: First Aid Pack (Heal / Range: 1.5, Ally or Self / Recovery Time: Slow) – First Aid Pack can heal an Agent almost to full no matter how injured and gives respectable healing to heroes as well. The healing is roughly twice the damage that most single target powers deal. Even with a slow recovery time, this is by far the most useful action an Agent can take most of the time. First Aid Pack is purchased and upgraded with refined ISO, so you should be able to keep it maxed out at all times.
Attack Power: Frag Grenade (Ranged, Explosive / Range: 6, Area of Effect All / Recovery Time: Slow – Frag Grenade deals roughly the same damage as Needle Gun and hits a 3×3 area. In almost all situations, this attack is nearly identical in effectiveness to B&F MP-6. There is no good reason to equip both attacks on your agent unless you don’t have an alternative.
Attack Power: Multi-Grenade Launcher (Ranged, Explosive, Gun / Range: 6, Area of Effect All / Recovery Time: Slow) – Multi-Grenade Launcher is the first vaguely useful attack that an Agent has other than healing and by far your best choice for an area of effect attack. It hits a 5×5 area for roughly half the damage that Frag Grenade does. The increase area practically assures that you can hit at least three targets, if not more and the attack also applies the clumsy status effect. It is a very good attack to open a battle with if you have an Agent equipped with this power.
Attack Power: Retractable Baton (Melee / Range: 1.5, Single Enemy / Recovery Time: Slow) – Despite the fact that this is a melee attack and Needle Gun is a ranged attack, this is the better attack by far. It deals roughly the same damage and stuns the enemy. Since your Agent is best used healing most of the time anyway, it is useful to have a stun attack when enemies move in close.
Attack Power: Sub-O .50 (Ranged, Gun / Range: 12, Single Enemy / Recovery Time: Very Slow) – The recovery time of this attack is nearly half again as long as normal slow recovery times. The name may not make it clear, but this is effectively a sniper rifle. The attack always hits and has a higher than normal chance to deal a critical hit. This is actually one of the few ways that it is worth using an Agent other than healing, but it is never worth spending gold to augment an Agent. If you find this in a Shield Bonus Spin, equip it. Otherwise, ignore this power.
Attack Power: Tactical Tonfas (Melee, Lunge / Range: 2, Single Enemy / Recovery Time: Slow) – Tactical Tonfas are just like Sub-O .50, in terms of value. If you find one on a Shield Bonus Spin, you definitely need to equip it, but never spend gold on it. The attack deals roughly half again as much damage as Needle Gun and you have a chance to counter any enemy that attacks you with this power. Combine that with a short lunge and this is easily the best non healing power the Agent has.
Guard: Early Warning Detector (Defensive / Recovery Time: Slow) – Early Warning Detector is much better for an Agent than the base Guard power. It grants the agile buff to the Agent and all adjacent allies. Since this character doesn’t really have a high enough health to take hits, even while taking half damage, it is much better to have a buff than a defensive action in this slot.
Guard: Precision Focus Aperture (Defensive / Recovery Time: Slow) – Precision Focus Aperture is identical to Early Warning Detector, except it applies focused instead of agile. Both buffs are roughly equally useful, but this power costs gold while the other power only costs Command Points and silver. Get Early Warning Detector instead of this.
Passive: Marksman Training – Marksman Training especially makes Precision Focus Aperture a poor investment. It grants focused to the Agent as a passive ability. Since it only costs refined ISO to purchase, which is easily acquired, it is worth purchasing.
Passive: Mobility Training – Mobility Training doubles the first movement the Agent makes. You almost never want this character rushing in first, which makes this practically worthless.
Passive: Second Wind – Second Wind gives the Agent normal recovery times instead of the longer than normal recovery times the Agent normally has. Effectively, you have to spend gold to make this character almost as effective as a normal hero. That is a terrible deal and not worth it unless you have gold to burn. Even then, it is only really good for one Agent at most that you use as your primary healer.
Alternate Uniforms – An Agent can buy a uniform of any class, but you can’t afford the uniforms until your commander is at least 4th level, due to the silver limit of your Shield Vault. The uniforms roughly double the stats of the Agent, so they are worth buying, just for the higher health, if nothing else. Also, since you can purchase uniforms to change class of your Agent at will, there are some battles that you can make a lot easier.