Alliance War Events – Frightful Fight
Intro
Alliance War was introduced into the game on the MSF’s one-year anniversary, and since then it has seen only some incremental changes, improving the rewards a few times, adding practice mode, etc. But over the last couple of years, it started going through some bigger changes in an effort to make the mode more refreshing and enjoyable to all players.
Now it’s time for a new season – Frightful Fight. This new chapter starts on November 30th. The cadence of War Chapters is around 3-4 Months, so we can expect to get Chapter 7 around February-March 2026.
Frightful Fight
The current season, “Frightful Fight,” begins on November 30th and introduces changes to the cohesion of defensive teams. Specifically, the teams: Thunderbolt, Astral, Starjammer, Insidious Six, and Infestation will receive a +30% bonus to their stats when all members are present. So this Season we expect a bunch of Thunderbolt, Astral, Starjammer, Insidious Six, and Infestation teams in defense, but complete teams, not combined with other characters.
Meanwhile, the teams: Liberty, A-Force, Mighty Avenger, Undying and Secret Warrior will gain a +30% bonus to their stats while attacking, regardless of whether the full team is present. This means you can mix characters from these teams with plug-and-play characters and they can still benefit from the bonuses.
This distinction reduces the complexity of theory-crafting, as the specified teams in many cases will be fully intact in Defense to receive their bonuses and will not be mixed with additional plug-and-play characters. Consequently, this greatly simplifies the situation for attackers.
Regarding Global Rules:
On Turn, apply Assist Now to a random BRIMSTONE ally. Brimstone, which is already the strongest War team in the game, will become even stronger with this buff, as they’ll be able to assist each other (as long as the opponent doesn’t prevent Assists, of course).
Rule for an Upcoming war team.
Rule for an Upcoming defending War team.
+20% Primary Stats to DEFENDING INSIDIOUS SIX and Upcoming team allies. Insidious Six and one more new team (which hasn’t been revealed yet) will get an additional 20% stat bonus when used on defense. This means Insidious Six will be the only defensive team that, when used in full, can have a total of +50% to their stats.
All teams we use on offense will get +20% Primary Stats, so expect easier wins and potentially a more complete cleanup of opposing Helcarriers.
War Energy distribution remains the same – you get 10 Energy at the start of the War, with an option to buy 4 additional Energy at any point. And the same goes for Attempt Bonuses and Exhausted Mechanic.
[Attempt Bonus] Every Room has 10 Points as an Attempt Bonus. For every lost attack in that room, the attempt Bonus would drop by 2 Points, and the Attempt Bonus of a room can drop to 0 Points.
[Exhausted Effect] After each Defensive victory, that team will have Exhausted applied to them. The Effect will stack up to 4 times, each time reducing the stats (Damage, Armor, Resist, Focus, and Damage Reduction) by 20%. So if the defensive team manages to defend itself 4 times, then by the fifth battle their Stats will be reduced by 80%. This Effect cannot be cleared.
Canceling combat during an attack will decrease the Attempt Bonus (and consume War Energy). That, in addition to the Exhausted effect not applying on canceled attacks, means that canceling combat is NOT recommended.
The Alliance who eliminates the most squads wins. If two Alliances are tied on squad kills, the Alliance with the highest Attempt Bonus wins. If Alliances are tied on Attempt Bonuses as well, the Alliance that full-cleared the opposing Helicarrier first Wins.
Point system for attacks:
- Destroying Bridge: 40,000 Points
- Destroying Reactor: 15,000 Points
- Destroying Other Rooms: 5,000 Points
- Eliminating a Single Enemy: 200 Points
- Eliminating the Entire Squad: 1,000 Points + Attempt Bonus
If 1 Attempt: + 10 Points (-2 Points for each consecutive attempt) - First to full clear the Helicarier in War: 1 Point
Room Rules
There are Global bonuses for each room and specific bonuses for the next rooms: Cargo Bay, Hangar, Medbay, Barracks, and Armory.
Added to All Rooms
- On Turn, apply Assist Now to a random BRIMSTONE ally.
- Rule for an Upcoming war team
- Rule for an Upcoming defending War team
- +20% Primary Stats to DEFENDING INSIDIOUS SIX and Upcoming team allies.
- +20% Primary Stats to ATTACKING allies.
- +30% Primary Stats to DEFENDING allies if all characters in the room are of one of the following traits: THUNDERBOLT, ASTRAL, STARJAMMER, INSIDIOUS SIX, or INFESTATION
- +30% Primary Stats to ATTACKING allies with the following traits: LIBERTY, A-FORCE, MIGHTY AVENGER, UNDYING, or SECRET WARRIOR
Cargo Bay
- [GLOBAL] +10% to Primary Stats to all DEFENDING allies.
- On Attacked by a DEFENDING TECH character with Regeneration, gain Bleed
Hangar
- [ADJACENT] On Spawn, DEFENDING allies Gain +15% Barrier.
- DEFENDING TECH allies gain an additional +15% Barrier.
Med Bay
- [GLOBAL] On Spawn, apply 2 Regeneration to DEFENDING allies.
- Apply an additional Regeneration for 2 turns to DEFENDING TECH allies.
Barracks
- [ADJACENT] On Spawn, apply Offense Up to DEFENDING allies.
- Apply Offense Up for 2 turns to DEFENDING TECH allies instead.
Armory
- [ADJACENT] +20% Primary Stats to DEFENDING allies.
- An additional +20% Primary Stats to DEFENDING TECH allies.
Security
- [ADJACENT] On Spawn, apply Defense Down to ATTACKING enemies.
Bridge
- [ROOM] On Spawn, apply 10 positive effects randomly to DEFENDING allies.
Reactor
- [ROOM] On Spawn, apply Disrupt to ATTACKING allies.
Engineering
- [ADJACENT] On Spawn, apply Defense Up to DEFENDING allies.
Best Rooms Position
The way you position your rooms can get you a small advantage in Wars, but that only works if you also place your strongest defenses in the correct rooms. Generally, it is best to protect the rooms that provide strong Global or Adjacent bonuses, Meaning you want to place them either on the bottom or surround them with rooms that provide Adjacent bonuses (Armory, Security, Engineering, Barracks, Hangar). Make sure that Armory is adjacent to rooms that have your strongest defenses and preferably, you want Armory to be adjacent to all 4 rooms. Cargo Bay remains a priority Room, so ensure that you protect it well. Medbay will be important in this Chapter because it will allow characters to clear Bleed on Turn. This defense is somewhat standard nowadays because it provides balanced protection for your Carrier and important Rooms. But it’s only one of the potential Placements you could come up with. None of them will be perfect, so you needn’t waste too much time on it:
- Deck 1 – Deck 2 – Deck 3
- Barracks – Reactor – Bridge
- Security – Armory – Engineering
- Med Bay – Hangar – Cargo Bay
The goal with any setup is to slow down your opponent and lure them into attacking the lane you want to be attacked and to buy as much time as you can. Med Bay and Cargo Bay provide the Global Buffs, so the longer they are functioning the better. That’s why they are at the bottom.
If the enemy avoids going through the middle lane, they will have to fight through the Flight Decks that will have Buffs from either Security or Engineering that should hamper their progress slightly.
While Reactor and Bridge are awarding the most Points for clearing them, it’s not uncommon nowadays to have your Helicarrier full-cleared anyway, so placing them closer to the Flight Decks will mean that your enemy might focus on them. That’s why these two rooms can serve as good traps early on. Even if your opponent decides to avoid these rooms at the start, your defenses there should be formidable anyway because it might slow them down enough at the end.
For alliances that are in lower leagues and don’t full-clear Helicarriers often if at all, it might make sense to move Reactor and Bridge down, and do something like this
- Deck 1 – Deck 2 – Deck 3
- Hangar – Armory – Cargo Bay
- Security – Reactor – Engineering
- Bridge – Barracks – Med Bay
But then again, Room Placement is not the most important part of it all, so you can experiment with it and even change it for each new War. The most important is having proper Defensive and Offensive teams.
Conclusion
If you found a great counter and want to share, or If you have any questions, or just want to chat with like-minded people visit our Discord where you will find all the latest news and information about MSF.
Thank You for supporting Marvel Church.

