Alliance War – War Tech
Intro
After these changes, Alliance War will undergo some major transformations. Since its introduction to the game (about six months after MSF first launched), there hasn’t been an update to War as significant as this one. With the new War Tech system, every player will be able to individually strengthen their offense or defense in different ways throughout each chapter.
This means that the teams you use for War Offense or set for War Defense can have unique bonuses. So, even if you and another player are using the exact same characters, their performance in War can vary depending on the bonuses they have. While the teams themselves won’t be fundamentally different, the various bonuses you apply through War Tech will allow for different strengths and performance in battle.
In short, this update will bring much greater variety and strategic diversity to Alliance War than ever before. Alongside this, there will be a major overhaul to Leagues, Trophies, and the matchmaking process.
Here’s a summary of the main changes coming to Alliance War:
- Alliance War is receiving a major overhaul, featuring the new War Tech system and significant improvements to Leagues and Trophies.
- War Tech enables individual Commanders to unlock War Modules as they progress through each chapter. These upgrades include additional squad slots, the ability to call in Reinforcements, and Combat Mods that power up your teams on both offense and defense.
- While global and room-specific rules will still exist, the overall rules system is being streamlined. Some rule effects will now be incorporated into War Modules.
- You’ll earn War Tokens through Alliance Donations, as well as by actively participating in War—attacking, assisting, defending, and clearing rooms.
- Updates to Leagues, Trophies, and matchmaking are being introduced to more accurately reflect Alliance performance, and new reward structures are also on the way.
War Tech
War Tech introduces a brand-new progression system within Alliance War.
As you participate in War battles throughout each chapter, you’ll collect War Tokens. These tokens can be used to unlock upgrades on the new War Tech tree. Upgrades will boost your defenses, improve your offensive capabilities, and unlock new strategic options for your Alliance over the course of the chapter.
The more involved you are in each War, the more upgrades you can access—making both your squads and your Alliance’s Helicarrier even tougher for opponents to overcome.
War Tech features different types of War Modules, each designed to change your approach to battles. As you progress through a chapter, you’ll have the opportunity to unlock extra defensive squad slots, which will force enemy Alliances to work even harder to clear your rooms.
Experienced Commanders will begin with the usual 10 defensive squad slots, but can increase this to 12 by the end of the chapter. These extra slots are tied to the current season and will reset when a new chapter starts.
Newer players will find it easier to get started in Alliance War thanks to War Tech, as they’ll only need to fill 5 defensive squad slots at first. By participating in Wars, they can gradually unlock more permanent slots, making it easier to get up to speed.
For those already eligible to participate in Wars, all permanent squad slots will be unlocked automatically, and they’ll continue to have 10 slots available when War Tech launches.
Let’s clarify: After each new Chapter begins, these bonuses will be reset. This works similarly to the Boost system, which temporarily enhances your characters’ stats in PvP game modes. When a new Chapter starts, everyone will start fresh and build up their War Tech bonuses from the beginning. Each Chapter lasts three months.
Combat Mods and War Rules
War Tech is also introducing new ways to influence battles with Combat Mods, which you’ll activate throughout each chapter and reset when a new chapter begins.
Defensive Combat Mods can be assigned to individual defensive squads, allowing you to power up crucial teams, make certain rooms harder to clear, or set up tougher defenses for enemy Alliances. Each Defensive Combat Mod can only be assigned to one squad at a time, so your choices will have a real impact.
For example, based on recent news and videos, we’ve learned that one of the defensive boosts will be “Revive Once.” You’ll be able to apply this boost to one of your defensive teams, so every character on that squad will start the battle with the Revive Once buff. This means your opponent will need to find a way to counter it—either by using characters who can remove or block that buff, or by simply dealing with the challenge of having to defeat each of your defensive characters twice.
This is just one example of a Defensive Combat Mod. As more become available, all of them will be listed on this page.
On the offensive side, Offensive Combat Mods boost your War Offense roster for the duration of the chapter as soon as you unlock them. These enhancements apply to all your attacks, can stack with other Offensive Mods you earn, and give you extra strength in every battle.
Global rules and room-specific rules will continue to exist alongside Combat Mods, but they’re being streamlined to make Alliance War easier to understand and more accessible, while still keeping each battlefield unique and strategic.
Reinforcements
For the first time in Marvel Strike Force, Commanders will be able to deploy Reinforcements on defense! When an attacker defeats the initial wave of a defensive squad, a second wave of characters can enter the fight and keep the battle going.
Each Reinforcement upgrade increases your capacity, allowing you to choose how to allocate these extra characters. The attacking player won’t know about your reinforcements ahead of time, adding an element of surprise.
You can stack multiple reinforcements behind a single tough squad, spread them out across several teams, or create a defense setup that keeps your opponents guessing. How you use your reinforcements is completely up to you.
War Tokens
In order to upgrade your bonuses for War offense or defense—in other words, to unlock War Modes—you’ll need to spend War Tokens. Here you can see exactly how you can earn those War Tokens:
- Attacks: Taking out enemy squads.
- Assists: When multiple Commanders work together to clear a room, everyone who assisted in the clear receives the same number of War Tokens as the Commander who finished off the squad (note: canceled attacks don’t count).
- Full Helicarrier Clears: If your Alliance manages to defeat the entire enemy Helicarrier, every member earns full War Token credit for attack participation, up to the maximum allowed.
- Defense: You’ll earn War Tokens based on how many of your defenses remain standing, so don’t neglect your defensive setups!
- Alliance Donations: Contributions to Alliance Donations also help you earn War Tokens, so make sure to support your team.
Participating in these activities is key to unlocking War Tech upgrades and boosting your performance in Alliance War.
Rewards
At this point, we only know that War rewards will be updated. However, there are no details yet about how much they’ll change or exactly what the new rewards will be. This is a crucial aspect, as many players currently have little interest in Alliance War, mainly due to the underwhelming rewards offered by this game mode. Hopefully, after this update, the rewards will be significantly improved and make Alliance War more appealing.
Some rewards will be earned by completing War Tech tiers—progressing through the tier trees to unlock solo rewards. This means that each Alliance member will receive these rewards individually, regardless of the Alliance’s overall performance. Among these solo rewards are Power Cores and Jeff the Land Shark character shards.
Purple Iso-8 resources will be obtainable through battles, leagues, and Seasons. This means that after each individual victory in War, players can earn some Purple Iso-8, and at the end of each Season, everyone in the Alliance will receive these resources as a reward. Most likely, the amount of Purple Iso-8 you get will depend on the League your Alliance is in.
League Updates
Alliance War Leagues and Trophies are getting an update, along with improved matchmaking to help competitive Alliances climb the ranks.
Matchmaking, the Trophy system, and League structure are all being upgraded. To make this transition smoother and keep the leaderboard fair, some Alliances will see their Trophy totals adjusted. For a small number of Alliances, the Trophy count might drop a bit more during these adjustments, but this won’t affect their ranking.
After the update launches, the first 8 Wars will serve as a calibration period:
- You’ll still earn Trophies for wins.
- You won’t lose Trophies for losses or draws during these calibration Wars.
- After these 8 Wars, Trophy gains and losses will go back to normal.
This approach gives Alliances time to adjust to the new system before the competition fully kicks in. Alliances that perform well should be able to climb the ranks more quickly, while less active or struggling Alliances will move down faster. Overall, this should create a more competitive environment, better matchmaking, and a ranking system that feels more rewarding.
There will also be new tiers and a brand-new league. Diamond League is getting three additional tiers, and above Diamond, a new Ultimate League will be introduced. Ultimate League will be the highest and most competitive league in Alliance War.
We’ll have to wait and see how this all plays out in practice, but when it comes to these League updates, this should definitely be an improvement over the current system.
Conclusion
As we get more information about this War update, we’ll be sharing it here. For example, we’ll cover all the individual Offensive and Defensive Modules you can unlock, and we’ll likely suggest the best teams for specific Modules—basically, which Module works best with which team.
Overall, this update will likely make Alliance War more complex for most players. There will be more factors to consider when attacking certain teams. Whether this added complexity is a good or bad thing remains to be seen.

