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Shadow Conclave

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Introduction

Shadow Conclave is a team designed to dominate in War, but also the first team of Age of Fear, a new chapter in the MSF story. They will be required for unlocking the next Legendary character, making investing in them highly desirable.

The team consists of three new characters: High Evolutionary, Executioner, and Malekith, and two reworked ones: Sylvie and Thanos. High Evolutionary is Tech, Executioner is Skill, Malekith is Bio, while Sylvie and Thanos are Mystic characters. High Evolutionary is a Support, Executioner is a Brawler, Thanos is a Protector, while Sylvie and Malekith are Controllers. All five characters are Villain and Cosmic.

Team Members

shadow conclave

(left to right) with links to Character Pages

Utility

  • Alliance War
  • Next Legendray Event

Thanks to their abilities, this team will dominate in Alliance War both as an offensive strike force and as a defensive fortress. They were built for exactly that. You can read more about their abilities further in the text, where we will cover each of them individually, as well as the team as a whole, in full detail.

In addition, they will be required for the upcoming Legendary Character in Age of Fear Chapter 1. For all of the reasons mentioned, we strongly recommend investing in them.

Team Placement & Turn Order

Thanos is a Protector who is able to gain Taunt very early in War, so we have multiple options for where to position him. Whenever we kill an enemy, he generates 1 Ability Energy for himself and for 2 random adjacent allies. So we can place him in the center with the characters who need Ability Energy the most on his left and right — since their abilities are the most impactful: High Evolutionary and Executioner. Sylvie and Malekith go to the corners. This way, we maximize Ability Energy distribution to the key characters. This option is very good outside of War (because outside of War Thanos will play last and we will not have his Taunt early), but is also good in War, just slightly riskier as more characters will absorb damage they might otherwise avoid with a different positioning.

The second option is somewhat more defensive — placing Thanos in one corner, High Evolutionary next to him, Malekith in the center, then Sylvie, and Executioner in the opposite corner from Thanos. This way, the Ability Energy distribution will not be maximized, but the characters will take somewhat less unwanted damage.

Turn Order:

  1. Executioner – 130 Speed
  2. Malekith – 127 Speed
  3. High Evolutionary – 121 Speed
  4. Sylvie- 120 Speed
  5. Thanos – 110 Speed

Keep in mind that in War, on Spawn Thanos will fill his own Speed Bar by 50%, so instead of playing last in the team, he will play first. The rest of the turn order remains unchanged.

Iso-8 Classes

  • Sylvie – Raider
  • High Evolutionary – Raider / Striker / Healer
  • Thanos – Raider / Fortifier / Striker
  • Executioner – Raider
  • Malekith – Striker

Sylvie is best suited as a Raider since all of her attacks hit multiple enemies. So, with the Raider Iso-8 class, we will additionally boost her damage.

High Evolutionary can be either a Raider or a Striker. With his Iso-8 attack, he gains Offense Up, making Striker a very good option — after his first turn, if he targets an enemy that has Vulnerable, he will have Offense Up ready for his second turn, where he unleashes his powerful Ultimate. Raider is generally a top-class that will reliably boost the potential damage of his Ultimate without depending on whether High Evolutionary has Offense Up or whether opponents have stripped it in the meantime. Besides those two classes, he can also be a Healer to further strengthen the healing he provides to himself and his Shadow Conclave team.

For Thanos, we have multiple options. He can be a Raider to boost his Ultimate, and that is perhaps the best class for him in War, since he plays first and will not have Vulnerable on enemies available to exploit. Striker is also a solid option when using the Shadow Conclave team outside of War, as he will then apply additional Counters to himself through his Iso-8 attack. Besides these two more offensive options, Thanos can also be a Fortifier. Through that class, we boost his mitigation, and since he is a Protector who draws enemy attacks onto himself through Taunt, Fortifier is a very reliable choice.

Executioner is a perfect Raider, as he is very fast, plays among the first, and opens with his Ultimate — attacking all enemies. So, through the Raider Iso-8 class, we will boost the potential damage he deals. On top of that, he passively counters enemy attacks, meaning that as a Raider, his passive damage output will also be at its highest. He also hits the primary and adjacent targets with his Basic. All of which speaks in favor of the Raider class.

Malekith is a Striker. All of his attacks are single-target, and he is able to apply Bleed, so through the Striker class, we will maximize his single-target damage and damage over time. Making Striker the best option for him.

Keep in mind that in the Shadow Conclave team, you have multiple Iso-8 class options depending on the game mode you are playing, the strength of your opponents, and your own personal approach. If we consider Malekith as a cemented Striker, and Executioner and Sylvie as Raiders, High Evolutionary and Thanos can vary their classes depending on which game mode they are being used in and whether we want more sustain and mitigation or a more offensive approach. So Thanos can be a Fortifier and High Evolutionary a Healer if we want the former, or both can be Raiders, or one of the two can be a Striker and the other a Raider, if we want the latter.

Team T4’s

Essential

  • Sylvie – Passive, Ultimate, and Special
  • High Evolutionary – Passive, Ultimate, and Special
  • Thanos – Passive and Special
  • Executioner – Passive and Ultimate
  • Malekith – Ultimate and Passive

Sylvie

Passive – In Raids and War, on a successful attack by Sylvie or a Bifrost or Shadow Conclave ally, she will reduce a random positive effect by 1 on each attacked target. This is an excellent upgrade to her Passive, as Sylvie and her team — in most cases, the Shadow Conclave team — will be able to passively strip positive effects from enemies during their attacks, regardless of whether those enemies have Safeguard or not. This is most impactful on attacks that target multiple enemies or all enemies, as the duration of one random positive effect on every attacked target will be reduced.

Ultimate – She will deal greater damage with it, but will also, in War, with 3 Shadow Conclave allies, apply +2 Disrupted instead of +1. The Disrupted debuff is crucial, and the longer enemies have it on them, the better, making the Ultimate upgrade essential.

Special – With a maxed Special, Sylvie will deal a bit more damage, but will also apply Stun for 2 turns instead of 1. This is a very important upgrade, as it is in our interest to keep enemy characters unable to act for as long as possible.

High Evolutionary

Passive – Maxing the Passive is essential for War and Shadow Conclave effectiveness in that game mode. Because the Passive adds the ability to apply Safeguard for 2 turns on Spawn to himself and all Shadow Conclave allies in War with 3 Shadow Conclave allies — which is an outstanding upgrade in itself, but it does not stop there. Because also in War, with 3 Shadow Conclave allies, enemies cannot gain Speed Up. This is a truly powerful upgrade through which Shadow Conclave can dominate in the War game mode.

Ultimate – The Ultimate will deal greater damage, and with it, High Evolutionary will be able to clear all negative effects from himself and all Shadow Conclave allies (upgrade from 3 random negative effects if Ultimate is not maxed). This is a key upgrade as it can happen during fights that some characters have more than 3 negative effects on them, and therefore, this upgrade completely eliminates the possibility of a key negative effect not being removed from High Evolutionary or any of his Shadow Conclave allies. On top of that, the damage increase is significant, making this upgrade essential overall.

Special – It enables High Evolutionary to flip all positive effects on each enemy and all negative effects on himself and all Shadow Conclave allies in War if he has 3 Shadow Conclave allies. This is an upgrade from flipping 3 random positive effects on each enemy and 3 random negative effects on himself and Shadow Conclave allies. So with this upgrade, we eliminate the possibility of some positive effects on enemies not being flipped or some random negative effects on the Shadow Conclave team not being flipped.

Thanos

Passive – Thanos will, on enemy Death, always generate 1 Ability Energy for himself and 1 Ability Energy for 2 random adjacent Cosmic allies, upgraded from a 75% chance to do so on enemy Death. So whenever one of the enemy characters dies, Thanos will always provide Ability Energy to himself and his adjacent Cosmic allies — all Shadow Conclave characters are Cosmic, so they all fall into that category. This upgrade is essential for Thanos not only as a Shadow Conclave team member, but also if we want to use him in Dark Dimension.

Special – With a maxed Special, Thanos will deal greater damage, and in War, with 3 Shadow Conclave allies, before this attack, he will clear all negative effects from himself and all Shadow Conclave allies, upgraded from clearing 2 negative effects. So with this upgrade, the Shadow Conclave team will be cleansed of negative effects at the very start of the fight in War, if any enemies have applied negative effects to them on Spawn, since Thanos will always play first in War regardless of anything.

Executioner

Passive – Increases the damage with which Executioner passively attacks an enemy who has attacked him or any Shadow Conclave ally from 200% to 300%, which is a solid upgrade. And more importantly, in War with 3 Shadow Conclave allies, Damage Reduction cannot be increased or decreased by any character for themselves, their allies, or their enemies, except by positive or negative effects. So with this upgrade, we completely negate the Damage Reduction that certain characters like Iron Fist or Ursa Major are able to provide for their teams. Meaning the Shadow Conclave team will always deal full damage to all enemies, making this one of the key upgrades for the entire team.

Ultimate – With a maxed Ultimate, Executioner will deal slightly greater Piercing damage, but will also apply +2 Trauma to all enemies, up from +1. And the longer enemies have Trauma on them, the better, making this upgrade essential for that reason.

Malekith

Ultimate – Greater damage that Malekith will deal with this ability, and he will be able to prolong all negative effects on the primary target, an upgrade from 2 negative effects if Ultimate is not maxed. All negatives on the primary target will be extended, eliminating the possibility of a key negative effect not being prolonged.

Passive – On Spawn, Malekith will apply Immunity for 2 turns to himself and all Shadow Conclave allies, upgraded from 1 turn of Immunity on Spawn when the Passive is not maxed. The longer we have Immunity on ourselves, the longer we will be able to negate the negative effects that opponents attempt to apply to us, making this upgrade very useful for Malekith and the entire Shadow Conclave team.

Recommended

  • Sylvie – Basic
  • High Evolutionary – Basic
  • Thanos – Basic
  • Malekith – Special

Sylvie

Basic – Slightly greater damage and flipping 2 random positive effects on the primary and secondary targets instead of 1. Making maxing the Basic not essential, but certainly desirable.

High Evolutionary

Basic – When we max his Basic, High Evolutionary will gain Offense Up for 2 turns instead of 1, and apply Offense Down to the primary target for 2 turns instead of 1. Making this a solid upgrade through which High Evolutionary increases his own offensive potential while reducing the enemy’s for a longer period of time.

Thanos

Basic – Deals slightly greater damage, but the more important aspect of the upgrade is that it applies 2 Counter to himself and in War with 3 Shadow Conclave allies, 2 Counter to a random Shadow Conclave ally without Counter. Upgraded from 1 Counter for himself and a random ally without Counter. A solid upgrade that allows us to counter enemy attacks more frequently.

Malekith

Special – With a maxed Special, Malekith will deal greater damage to the primary target, but more importantly, he will clear Barrier on the primary target before the attack. Completely negating that form of protection. This is a useful upgrade given that after using the Special, Malekith, and one random enemy will attack the primary target, making the potential damage even more pronounced.

Red Stars and Diamonds

Getting 7 Red Stars on the new characters High Evolutionary, Executioner, and Malekith shouldn’t be complicated, as long as you open Elite Red Star Orbs when he is featured there. Sylvie and Thanos are older characters so plenty of players might have them at high Red Stars already.

You could also get Red Stars for them from the Incursion Campaign:

  • 7 Red Stars for Sylvie- Incursion 6-9
  • 7 Red Stars for Thanos – Incursion 8-1

When the High Evolutionary, Executioner, and Malekith becomes farmable and free-to-play players are able to collect 7 Yellow/Red Stars for them, we also recommend using Diamonds for them (at least 3 Diamonds, ideally 5)

For the four reworked characters, we also recommend a minimum of 3 Diamonds. Ideally 5.

Diamonds priority:

  1. Executioner
  2. High Evolutionary
  3. Thanos
  4. Malekith
  5. Sylvie

Farming Locations

  • Sylvie – Character Store (Age of Fear)
  • Thanos – Cosmic 2-9, Character Store (Age of Fear)

On Spawn Buffs and Crucial Passive Effects In Battle

Team On Spawn buffs: Defense Up (2 turns), Immunity (2 turns)
In War On Spawn buffs: Safeguard (2 turns)

Thanos On Spawn Buffs: fill Speed Bar by 50% in War if has 3 Shadow Conclave allies

Shadow Conclave:

  • The first time any character drops below 50% Health:
    • Clear all negative effects on that character
    • In War, if High Evolutionary has 3 Shadow Conclave allies, he will steal 10% Health from all enemies and redistribute it to that character. This bypasses Heal Block
  • Speed can only be reduced by Slow
  • Speed Bar cannot be reduced in War if High Evolutionary has 3 Shadow Conclave allies
  • When an enemy attacks any Shadow Conclave character, Executioner will attack that enemy for 300% damage
  • Cannot gain Silence before Executioner completes a turn, in War if Executioner has 3 Shadow Conclave allies
  • Negate Damage Reduction except by positive or negative effects, in War if Executioner has 3 Shadow Conclave allies
  • Damage can only be decreased by negative effects, in War, if the Executioner has 3 Shadow Conclave allies
  • On any Turn, flip all Darkness on all Shadow Conclave characters to Offense Up, in War if Malekith has 3 Shadow Conclave allies
  • Cannot gain Trauma before Malekith completes a turn, in War if Malekith has 3 Shadow Conclave allies
  • The Focus can only be reduced by negative effects, in War, if Malekith has 3 Shadow Conclave allies
  • Thanos’s ability to fill Speed Bar for self and allies cannot be prevented, in War, if Thanos has 3 Shadow Conclave allies
  • If Thanos does not have 2 or more Exhausted, everyone gains +2,500% Extra Resistance while he is Taunting, in War if Thanos has 3 Shadow Conclave allies
  • When a non-Summoned enemy drops below 25% Health, Thanos generates 1 Special Ability Energy for an Executioner ally and fills that Executioner’s Speed Bar by 25%, in War if Thanos has 3 Shadow Conclave allies

Enemies:

  • Cannot gain Speed Up and cannot fill Speed Bar for themselves or allies in War if High Evolutionary has 3 Shadow Conclave allies
  • The Speed and Resistance can only be increased by positive effects in War if High Evolutionary has 3 Shadow Conclave allies
  • Cannot gain Immunity in War if Executioner has 3 Shadow Conclave allies
  • Negate Damage Reduction except by positive or negative effects, in War if Executioner has 3 Shadow Conclave allies
  • Damage can only be increased by positive effects, in War, if Executioner has 3 Shadow Conclave allies
  • Lower the Damage of all enemies by 30% untill Sylvie takes a turn, in War if Sylvie has 3 Shadow Conclave allies (this will not stack with other effects, such as Offense Down)

Team Mechanics

From the deepest corners of the universe, an unlikely alliance takes shape. The Shadow Conclave brings together five of Marvel’s most formidable villains under a single, terrifying cause. At the helm stands the Mad Titan Thanos, obsessed with death itself and infamous for the genocidal campaigns he has waged across the cosmos. By his side is Sylvie, a formidable sorceress empowered by Loki, who controls her abilities with ease despite lacking any formal training — unpredictable, untamed, and all the more dangerous for it. High Evolutionary has evolved his intelligence to the upper limit of human potential and is considered the leading geneticist in the Marvel universe, with knowledge spanning biology, physics, cybernetics, and beyond. Executioner, the illegitimate son of a Storm Giant and an Asgardian goddess, grew to become one of Asgard’s greatest warriors, earning his fearsome title in the brutal wars between Jotunheim and Asgard. And completing the roster is Malekith, the ruler of the Dark Elves of Svartalfheim, who amassed a cabal of allies from across the realms and launched a campaign of conquest known as the War of the Realms.

Five villains, five completely different philosophies of power, all united under one banner. The Shadow Conclave doesn’t announce itself — it simply arrives, and by the time anyone realizes what has assembled against them, it may already be too late.

Here’s what you need to know about the Shadow Conclave in Marvel Strike Force:

The Shadow Conclave is a top-tier Alliance War squad, built to dominate both Offense and Defense at the highest level. They hit hard, they hit smart, and together they keep allies standing while tearing through enemy defenses — twisting the battlefield itself into a weapon against their opponents. Teams like Winter Guard and Brimstone won’t know what hit them.

Beyond Alliance War, this squad carries even greater weight as the first team of the upcoming Age of Fear chapter. Getting them powered up early isn’t just recommended — it’s essential, as they will play a key role in unlocking an upcoming Legendary Character. More details on Age of Fear are coming soon, but the message is clear: if you want to stay ahead of the curve, the Shadow Conclave is where you start building now.

Sylvie

Sylvie Lushton is one of Marvel’s most fascinating and unpredictable characters — a young woman who woke up one day as someone else entirely. She was just an average girl living in Broxton, Oklahoma, until the Asgardians moved their home of Asgard to the area. Not long after, Sylvie woke up with magical powers that, unbeknownst to her, had been given to her by Loki for yet unknown purposes. The truth runs even deeper: when Loki personally explained her existence, he stated that he liked the idea of creating a mortal who suspects she’s one of the Asgardians — meaning Sylvie may never have existed at all until Loki willed her into being, with all her memories intact.

She decided to become the Enchantress, modeling herself after the legendary Asgardian sorceress Amora, and even adopted her way of speaking. Her powers proved to be extraordinary — teleportation, mental manipulation, flight, spellcasting, energy projection, force fields, and the ability to deflect oncoming spells. What makes her especially dangerous is that she has never had any magical training — everything she has achieved has been through sheer force of will, making her unpredictable even to herself.

Her story is one of someone desperately searching for belonging. She briefly joined the Young Avengers, was exposed as an unwitting pawn of Loki, and was expelled from the team. After that, she wandered the Marvel universe looking for a purpose and ultimately embraced her role as a villain, cycling through teams like the Doom Maidens, the Masters of Evil, and the Hood’s Illuminati. Her final undoing came when the real Enchantress, Amora, tracked her down and banished her to one of the Ten Realms as punishment for using her name.

Sylvie is a character built from someone else’s lie, forever caught between the hero she wanted to be and the villain she kept becoming — open to scheming and lying to get what she wants, much like her creator, the Trickster of Asgard.

In Marvel Strike Force, Sylvie proves to be an excellent Controller who fits perfectly into the Shadow Conclave roster. She passively heals herself on her turn, and is capable of mind-controlling enemies into attacking each other — a classic trick worthy of the Enchantress’ name.

In Alliance War, her presence becomes especially punishing. As long as it isn’t her first turn yet, she passively reduces incoming damage for the entire Shadow Conclave team. Given that she is a relatively slow character, enemies are stuck dealing reduced damage for a long time before she even plays — a frustrating debuff that can swing the momentum of a battle. She also passively helps the whole Shadow Conclave team in reducing the duration of positive effects on attacked targets, making it harder for opponents to hold onto their buffs.

Sylvie can hit multiple enemies at once with her abilities and apply Slow to all opponents, further controlling the pace of the fight. Her Ultimate takes things even further — in War, it reduces the duration of all positive effects across the entire enemy team, serving as a strong anti-Safeguard mechanic, while also applying Disrupted to everyone, preventing them from gaining new buffs afterward. She can Stun an enemy for two turns and is capable of copying and clearing positive effects from multiple targets, as well as flipping enemy buffs against them.

All in all, Sylvie is a well-rounded and highly disruptive Controller who brings both offensive pressure and defensive utility — a natural fit for the Shadow Conclave.

Sylvie’s Basic attack strikes the primary target for 300% damage and flips 2 random positive effects on them. The attack then chains to 2 adjacent targets, hitting each for 300% damage and flipping 2 random positive effects on each of them as well. It is worth noting that a Counterattack will break this chain; the attack itself cannot be blocked under any circumstances.

In Alliance War, with 3 or more Shadow Conclave allies on the team, this attack gains an additional edge — it can no longer be counterattacked, making the full chain far more reliable and allowing Sylvie to freely flip buffs across multiple enemies without the risk of interruption.

Special costs 6 Ability Energy and can be used on Sylvie’s first turn. She attacks the primary target for 380% damage, applying Offense Down for 2 turns and Stun for 2 turns, while also copying and clearing 2 positive effects from that target — excluding Taunt and Stealth. The attack then chains to 4 adjacent targets, hitting each for 380% damage and applying Offense Down for 2 turns, while copying and clearing 2 positive effects from each of them as well, again excluding Taunt and Stealth. As with her Basic, a Counterattack will break this chain.

In Alliance War, with 3 or more Shadow Conclave allies on the team, this attack cannot be counterattacked — meaning the full chain across all 5 targets goes through cleanly, stripping buffs, shutting down offense, and leaving the primary target completely stunned. A powerful and wide-reaching ability that highlights just how dangerous Sylvie can be when surrounded by her Shadow Conclave teammates.

Sylvie’s Ultimate costs 10 Ability Energy and can be used on her first turn, making it a devastating threat. It attacks all enemies for 400% damage and applies +1 Slow to each, up to a maximum of 3. If Loki or Executioner is an ally, this attack gains an additional +25% Piercing, punching through enemy defenses even harder. The attack cannot be dodged or blocked under any circumstances.

In Alliance War, with 3 or more Shadow Conclave allies on the team, this ability reaches its full destructive potential. It reduces the duration of all positive effects on every enemy by 2, effectively dismantling their buffs. It also applies +2 Disrupted to all enemies, up to a maximum of 3, preventing them from gaining new positive effects afterward. On top of that, the attack becomes Unavoidable — meaning no enemy escapes it regardless of any mechanics they may have.

Together, this makes Sylvie’s Ultimate one of the most impactful, wide-reaching abilities in Alliance War, stripping the entire enemy team of their buffs, locking them out of future ones, and slowing everyone down — all in a single move.

Passive is what truly ties her kit together, providing constant pressure and utility throughout the entire battle. On her turn, Sylvie heals herself for 5% of her Max Health, plus an additional 5% per non-minion Asgardian ally on the team — meaning the right lineup keeps her healthy and in the fight for a long time. She also Mind Controls 1 random enemy to attack a different random enemy, and that controlled enemy gains +75% Damage for the attack. If Loki or Executioner is an ally, the controlled enemy gains an additional +100% Damage on top of that, turning enemy attacks into a serious liability for the opposing team.

On the death of an ally, Loki or Loki Mirror Image, Sylvie, and all Bifrost allies have their Speed Bar filled by 15%, providing a meaningful tempo boost at a critical moment in the fight.

In Alliance War, with 3 or more Shadow Conclave allies, Sylvie passively lowers the Damage of all enemies by 30% until she completes her turn. Since she is a relatively slow character, this debuff lingers for a long time before she plays — and it is worth noting that this effect does not stack with Offense Down, so it functions as its own separate layer of damage reduction, but if the enemy has Offense Down, it will not add 30% damage redution from her Passive to 50% damage reduction from Offense Down.

Finally, in Raids or Alliance War, whenever Sylvie or a Bifrost or Shadow Conclave ally lands a successful attack, a random positive effect on each attacked target is reduced by 1. This constant chipping away at enemy buffs, turn after turn, attack after attack, makes the Shadow Conclave team increasingly difficult to deal with.

High Evolutionary

Arrogant, unethical, and deeply intelligent, Herbert Edgar Wyndham — known as the High Evolutionary — is one of the Marvel Universe’s most important and consequential villains. While a student at Oxford in the 1930s, he began experimenting with genetic manipulation, and while attending a genetics conference in Geneva, he was approached by a mysterious man — in truth the outcast Inhuman geneticist Phaeder — who handed him blueprints for cracking the genetic code. Expelled from Oxford and unwilling to stop, Wyndham established the Citadel of Science on Wundagore Mountain in Transia, where he developed serums to transform animals into sentient, anthropomorphic beings known as the New Men.

His influence on the wider Marvel Universe runs deeper than most realize. He experimented on Wanda Maximoff and Pietro Maximoff as babies, giving them their powers as part of his research. It is also Wyndham who gave Adam Warlock his name and his iconic Soul Gem. His ambitions never stopped at Wundagore — he went on to create an entire planet, Counter-Earth, intended as a world free of evil, only for it to be corrupted and ultimately stolen by the Beyonders. He later rededicated himself to advancing human evolution on a global scale, attacking genetic groups he deemed evolutionary dead ends and aggressively pursuing his vision of a perfected universe.

He has evolved his intelligence to the upper limit of human potential and is considered the leading geneticist in the Marvel universe, with god-like powers including the ability to evolve and devolve life-forms, manipulate matter at a subatomic level, energy projection, cosmic awareness, precognition, telepathy, telekinesis, and size alteration. Thanks to all his evolutionary tampering, he has effectively achieved immortality — perhaps his greatest power of all.

A scientist who long ago stopped asking whether he should do something and only ever asks whether he can — the High Evolutionary brings a terrifying combination of intellect and god complex to the Shadow Conclave.

High Evolutionary is a Support character who perfectly maintains his Shadow Conclave team, boosting their sustain and damage mitigation throughout the entire fight. He isn’t the fastest character around, but he doesn’t need to be.

At the start of every battle, he applies Defense Up for 2 turns to the entire team, immediately improving their mitigation from the first moment. Whenever any Shadow Conclave ally drops below 50% HP for the first time, High Evolutionary strips all negative effects from them, and in War, he also steals 10% HP from every enemy and redistributes it to that ally — a powerful reactive heal that can completely turn the tide at a critical moment.

His Passive also ensures that the Speed of Shadow Conclave allies can never be reduced, making characters like Emma Frost essentially useless against them. In War, this goes even further — all forms of Speed Bar and Speed Stat manipulation are completely negated. Enemies cannot gain Speed Up, cannot increase their Speed passively, cannot increase their own Speed Bar, and cannot decrease the Speed Bar of Shadow Conclave characters. On top of that, enemies cannot passively increase their Resistance either. And as the cherry on top, the entire Shadow Conclave team spawns in War with Safeguard for 2 turns.

His Ultimate strips all negative effects from his team and heals everyone — with healing doubled in War — while simultaneously hitting all enemies for massive damage and applying Defense Down. His Special deals no direct damage but makes up for it in sheer utility: it applies 2 Bleeds to all enemies, steals 25% HP from every opponent and redistributes it to his team, and in War it reduces the duration of Safeguard on all enemies before flipping all their positive effects into negative ones — while flipping all negative effects on his own team into positive ones. It is one of the strongest War abilities in the game, and remains excellent outside of it as well, particularly in modes where enemies have large health pools like Dark Dimension.

Finally, his Basic grants himself Offense Up and applies Offense Down to the primary target, boosting his own offensive potential while simultaneously weakening the enemy’s.

High Evolutionary’s Basic grants him Offense Up for 2 turns before striking the primary target for 280% damage, applying Offense Down for 2 turns in the process. A simple but effective ability that simultaneously boosts his own offensive output while cutting down the enemy’s.

When triggered as a Counter, Assist, or through Iso-8, the attack adjusts slightly — dealing 210% damage with an added 17% Piercing, while still granting Offense Up and applying Offense Down for 2 turns, keeping the same offensive and debuffing pattern intact.

Special costs 4 Ability Energy and can be used on High Evolutionary’s first turn. It applies 2 Bleeds for 2 turns to all enemies, then steals 25% Health from every opponent and redistributes 200% of the total Health stolen across himself and all Shadow Conclave allies. This attack cannot be blocked, ensuring the healing and health percentage stealing always go through.

In Alliance War, with 3 or more Shadow Conclave allies, this ability reaches a completely different level. It reduces the duration of Safeguard by 2 on all enemies and immediately flips all of their positive effects into negative ones. At the same time, all negative effects on High Evolutionary and his Shadow Conclave allies are flipped into positive effects. The attack also becomes Unavoidable in this mode, meaning there is no way for the enemy team to escape it.

The combination of stripping Safeguard, flipping buffs into debuffs, converting debuffs into buffs, and healing the entire team while stealing HP from enemies simultaneously makes this one of the most impactful single abilities in Alliance War — and a serious threat in any game mode where enemies have large health pools.

Ultimate costs 6 Ability Energy and can be used on his second turn. It begins by stripping all negative effects from High Evolutionary and all Shadow Conclave allies, then heals everyone for 15% of his Max Health. He then unleashes a massive 500% Piercing attack against all enemies, applying +1 Defense Down to each of them. This attack ignores Defense Up and is Unavoidable, meaning no enemy escapes it.

In Alliance War, with 3 or more Shadow Conclave allies, the Ultimate becomes even more punishing. The healing is doubled — High Evolutionary heals himself and all Shadow Conclave allies for an additional 15% of his Max Health, bringing the total to 30%. On top of that, the attack can no longer be blocked or counterattacked, making the full sequence completely unstoppable.

A full team cleanses, substantial healing, massive piercing damage across all enemies, Defense Down, and complete immunity to blocking or counterattacking — all in a single ability. It is a defining moment in any battle where High Evolutionary is on the field.

High Evolutionary’s Passive is what truly defines him as one of the premier Support characters. On Spawn, he applies Defense Up for 2 turns to himself and all Shadow Conclave allies, giving the entire team an immediate layer of protection from the very first moment of the fight. The first time he or any Shadow Conclave ally drops below 50% Health, all negative effects on that character are instantly cleared. In War, with 3 or more Shadow Conclave allies, he also steals 10% Health from all enemies and redistributes it directly to that character — and crucially, this bypasses Heal Block entirely.

The Speed protection this Passive provides is equally impressive. The Speed of High Evolutionary and all Shadow Conclave allies can only be reduced by Slow, making characters that rely on Speed reduction largely ineffective against this team. In War, this protection becomes absolute — the Speed Bar of Shadow Conclave allies cannot be reduced at all, enemies cannot gain Speed Up, and cannot fill their own or their allies’ Speed Bar. Furthermore, the Speed and Resistance of all enemies can only be increased through positive effects, completely shutting down any form of passive Speed or Resistance stacking. And as the cherry on top, in War, the entire Shadow Conclave team spawns with Safeguard for 2 turns, giving them an additional layer of protection right from the opening moment of the battle.

Thanos

Born on Saturn’s moon Titan as the son of Eternals A’lars and Sui-San, Thanos carries the Deviant gene, giving him the physical appearance of the Eternals’ cousin race. His mother, Sui-San, was so shocked by his appearance — and her belief that he would destroy all life in the universe — that she went insane and attempted to kill him at birth, though A’lars stopped her. During his school years, Thanos was a pacifist who played only with his brother Eros and his pets. By adolescence, however, he had become fascinated with nihilism and death, eventually falling in love with Mistress Death herself. As an adult, he augmented his physical strength and powers through science, attempted to sire children, and became a pirate — but found no fulfillment in either until Mistress Death visited him again, for whom he murdered his own offspring and his pirate captain.

Thanos’s romantic pursuit of Death became the engine of his cosmic ambition — many of his earliest actions stemmed from his wish to impress her in hopes she would return his affections. Having collected all six Infinity Gems — governing Time, Space, Mind, Soul, Power, and Reality — and mounted them on his gauntlet, Thanos gained power over essentially everything. He used that power to eliminate half of the universe’s sentient beings, fulfilling what he believed was Death’s desire for balance. Ironically, Death rejected the gesture — claiming he was now her superior. Thanos had gained her submission, but not her love.

Afterwards, Thanos spent time as a lowly farmer reflecting on his past misdeeds. Adam Warlock disassembled the Gauntlet and entrusted Thanos with the Reality Gem, making him a member of the Infinity Watch. As part of the group, Thanos redeemed himself by protecting the Gems against Magus, an evil version of Adam Warlock. When Death offered her allegiance if he would kill Warlock, Thanos surprisingly declined and fought against Magus instead. The Mad Titan’s arc is one of Marvel’s most enduring contradictions: a being of immeasurable power and bottomless hunger, undone again and again not by his enemies, but by his own subconscious desire to fail.

Thanos is the Protector of the Shadow Conclave — and he plays the role from the very first second of every battle. In Alliance War, he fills his own Speed Bar by 50% at the start of every fight, guaranteeing he plays first, taunts early, and immediately begins protecting his team. His ability to fill Speed Bars for himself and his allies cannot be prevented in War, so no enemy mechanic can stop this from happening.

Once he has Taunt, the whole Shadow Conclave team benefits from a staggering +2,500% bonus Resistance, provided Thanos doesn’t have 2 or more Exhausted. That number makes it nearly impossible for opponents to land debuffs on this team while Thanos is standing and taunting, fundamentally changing how the matchup plays out.

Beyond protection, Thanos functions as an Ability Energy battery for his allies. On enemy deaths, he generates 1 Ability Energy for himself and 1 Ability Energy for 2 random adjacent Cosmic allies. Since every Shadow Conclave member is Cosmic, this will always fire within the team, keeping the squad fueled throughout the fight. He also has a dedicated synergy with Executioner — whenever a non-summoned enemy drops below 25% Health, Thanos generates 1 Special Ability Energy for his Executioner ally and fills Executioner’s Speed Bar by 25%, accelerating the team’s most aggressive damage dealer at exactly the right moment.

His Special and Ultimate both grant him Taunt, meaning he can re-establish protection multiple times throughout the fight. His Ultimate attacks all enemies and comes with +100% Drain, so every point of damage he deals heals him back — a self-sustaining burst that keeps him in the fight longer. In War, he can clear negative effects from himself and all Shadow Conclave allies, and he is also capable of stripping Revive Once and Charged from one of his enemies, neutralizing some of the most powerful defensive mechanics in the game.

Finally, his Basic grants him 2 Counter, turning the Protector into a genuine threat on the counterattack. In War, he also applies 2 Counter to one random Shadow Conclave ally, spreading that defensive pressure across the team.

Thanos attacks the primary target for 300% damage and gains 2 Counter with his Basic. In Alliance War, with 3 or more Shadow Conclave allies, he follows up with a Bonus Attack on the same target for 260% damage and applies 2 Counter to a random Shadow Conclave ally who does not already have Counter.

Special costs 4 Ability Energy and can be used on his first turn. Thanos attacks the primary target for 400% damage and applies Offense Down for 2 turns, then gains Taunt for 2 turns.

In Alliance War, with 3 or more Shadow Conclave allies, before the attack, he clears all negative effects from himself and all Shadow Conclave allies. He also strips all Charged and Revive Once from the primary target, dismantling two powerful defensive tools before the hit even lands.

Ultimate costs 7 Ability Energy and can be used on Thanos’s third turn. He attacks all enemies for 350% damage with +100% Drain, healing himself for the full amount of damage dealt. This attack cannot miss.

In Alliance War, with 3 or more Shadow Conclave allies, if Thanos’s Health is above 50%, he gains Taunt for 2 turns after the attack. In War, the attack is Unavoidable and cannot be blocked or counterattacked — ensuring the full drain lands regardless of what the opposing team has set up, and Thanos does not need to worry about counters.

On his turn, through his Passive, if Thanos has at least 1 Infinity Stone, he becomes Empowered — a mechanic relevant to his Black Order team, but with no impact in the Shadow Conclave lineup.

On enemy death, Thanos generates 1 Ability Energy for himself and 1 Ability Energy for 2 random adjacent Cosmic allies. Since every Shadow Conclave member is Cosmic, this will consistently fuel the team throughout the fight. While taunting, Thanos also gains +2,500% extra Resistance for himself.

In Alliance War, with 3 or more Shadow Conclave allies, Thanos fills his own Speed Bar by 50% on Spawn, guaranteeing he plays first in every battle. Also in War, when a non-summoned enemy drops below 25% Health, he generates 1 Special Ability Energy for an Executioner ally and fills that Executioner’s Speed Bar by 25%, accelerating the team’s hardest hitter at exactly the right moment. As long as Thanos does not have 2 or more Exhausted and is Taunting, all Shadow Conclave allies also share his +2,500% Extra Resistance bonus in War, making it exceptionally difficult for opponents to land debuffs on the team. Finally, his ability to fill Speed Bars for himself and allies cannot be prevented in War, ensuring no enemy mechanic can delay or disrupt his opening move.

Executioner

The illegitimate son of a Jotunheim Storm Giant and a goddess born in Asgard’s Skornheim, Skurge was ostracized by the Storm Giants for his relatively diminutive size — and grew up to become a great warrior and giant-killer, earning the name “Executioner” during one of Jotunheim and Asgard’s many wars. Though he earned his right as an Asgardian citizen, Skurge chose a solitary life due to his grim disposition and perceived non-acceptance by the Asgardians.

He fell in love with the beautiful goddess Amora the Enchantress — but while she was physically attracted to Skurge and perhaps even loved him, Amora nonetheless toyed with him, withholding her favors to keep him in thrall. Amora allegedly imbued Skurge’s axe with its space- and dimension-cleaving powers, giving it the name Bloodaxe. For years, Skurge served as her muscle and enforcer — a long-time antagonist of Thor and a member of the original Masters of Evil. When the Executioner first appeared in the wider Marvel universe, he was nothing more than a weapon for the more powerful Enchantress — a tragic fall for one of Asgard’s greatest warriors, who had helped win a war against the Storm Giants, now reduced to following her every order in the deluded hope that she would one day love him back.

After feeling toyed with by Amora for too long, Skurge eventually teamed up with the Einherjar, Balder, and Thor to rescue stolen souls from Hel. He sacrificed his axe to destroy Naglfar, the ship of the dead, and held the bridge Gjallarbrú alone so the heroes could escape Hel, giving his life in the process. Though the warriors of Hel seemed numberless, not one set foot upon that bridge. They sing no songs in Hel, but the story of Gjallarbrú and the god who defended it is whispered across the Nine Worlds — and when a new arrival asks about the one to whom even Hela bows her head, the answer is always the same: he stood alone at Gjallarbrú, and that answer is enough.

One of Marvel’s most quietly tragic characters — a brute who died a hero, remembered more for his last stand than for everything that came before it. Ready for his gameplay abilities whenever you have them.

Executioner is the Shadow Conclave’s primary damage dealer — a Brawler built around raw aggression, speed, and the ability to permanently remove enemies from the fight. He hits hard, moves fast, and brings a level of control that makes him genuinely dangerous beyond just his damage output.

His defining mechanic is execution. Any enemy he attacks with his Special, while at or below 25% Health, is killed permanently — enemies slain by Executioner cannot be revived. This makes him an answer to some of the most frustrating defensive tools in the game, and pairs naturally with Thanos, who accelerates Executioner’s Speed Bar and generates Special Ability Energy for him the moment a non-summoned enemy drops into that threshold. Most of his attacks ignore Defense Up, and he can apply Heal Block to enemies, ensuring that wounded targets cannot recover before he finishes them. Executioner is also a passive counterattacker. Whenever an enemy attacks him or any Shadow Conclave ally, he retaliates against that enemy — a punishing mechanic.

In Alliance War, his toolkit expands significantly. He applies Trauma and Ability Block to all enemies with Ultimate, and passively prevents opponents from having Immunity — meaning those debuffs will land reliably regardless of what the opposing team has set up. He also prevents Shadow Conclave characters from being silenced until he takes his first turn, neutralizing passive on-spawn Silence effects that some teams rely on to disrupt their opponents before the fight even begins.

On top of all that, Executioner completely negates Damage Reduction in War. Teams that rely on characters like Iron Fist or Ursa Major to provide massive Damage Reduction for their allies will find that mechanic entirely stripped away. He also prevents enemies from passively increasing their own Damage, and prevents them from passively decreasing the Damage dealt by Shadow Conclave characters — locking out both offensive and defensive passive modifiers simultaneously.

The result is a character who doesn’t just deal damage — he dismantles the systems opponents use to survive it.

Executioner attacks the primary target and adjacent targets for 280% Piercing damage and applies Heal Block for 2 turns to each with his Basic. When attacking via Iso-8, Counter, or Assist, he strikes the target for 210% Piercing damage and applies Heal Block.

Special costs 4 Ability Energy and can be used on Executioner’s first turn. He clears Barrier from the primary target, then attacks for 350% Piercing damage and applies +1 Heal Block, up to a maximum of 3. This attack ignores Defense Up. On Defense, it automatically targets the most injured enemy, ignoring Taunt and Stealth.

In Alliance War, with 3 or more Shadow Conclave allies, if the primary target is at or below 25% Health, the attack instead deals damage equal to 30% of that target’s Max Health, ignoring Deathproof and any passives that trigger when a character drops below a certain Health threshold — a clean, unconditional kill with no escape route. The attack is Unavoidable and cannot be blocked.

Ultimate costs 8 Ability Energy and can be used on his first turn. Executioner attacks all enemies for 400% Piercing damage, applies Ability Block for 2 turns to the primary target, then follows up with a Bonus Attack on the most injured enemy for an additional 400% Piercing. The attack ignores Defense Up and cannot be dodged.

In Alliance War, with 3 or more Shadow Conclave allies, before the attack, he clears all Barrier from all enemies. He then applies Ability Block for 2 turns and +2 Trauma, up to a maximum of 4, to all enemies — not just the primary target. The attack cannot be counterattacked.

So with this attack, Executioner can easily kill one of the enemies, dealing an incredible 800% Piercing damage to one target while heavily damaging the rest. And Trauma + Ability Block in War on all enemies is a fantastic form of control.

Characters killed by the Executioner cannot be revived. When an enemy attacks Executioner or any Shadow Conclave ally, he retaliates against that enemy for 300% damage through his Passive.

In Alliance War, with 3 or more Shadow Conclave allies, before Executioner completes his first turn, he and all Shadow Conclave allies cannot gain Silence — blocking any on-spawn Silence effects opponents may attempt to apply at the start of the fight. Enemies cannot gain Immunity, ensuring that every debuff Executioner and his allies apply will land in most cases.

Damage Reduction cannot be increased or decreased by any character for themselves, their allies, or their enemies except through positive or negative effects — completely shutting down passive Damage Reduction mechanics like those provided by Iron Fist or Ursa Major. Similarly, enemy Damage can only be increased by positive effects, and allied Damage can only be decreased by negative effects — preventing opponents from passively boosting their own offense or passively suppressing the Shadow Conclave’s damage output.

Malekith

The Dark Elf of Svartalfheim, Malekith, uses his magic and trickery to bring war to all of the Ten Realms. When young Malekith of the Black Bile Clan watched his twelve older brothers’ heads tossed to his mother, Lady Mazerot promised he would not go off to die uselessly in a never-ending war like his siblings — and then sold him into slavery for two sacks of snake livers and a barrel of pickled toads. Though not a soldier, he still witnessed the full ravages of war as a corpse burner, plying his craft in the aftermath of every battle.

One day, while burning corpses, he was captured by trolls and thrown into a cell with an old wizard who helped him escape and took him as an apprentice. Over the years that followed — marked by wars against the Light Elves, the Dwarves, and terrorism against the Gods — Malekith became the most naturally gifted spell-caster the wizard had ever seen, eventually surpassing his master entirely. When the wizard finally asked Malekith to use their combined power to end the wars and bring peace, Malekith refused — feeling that any peace would make the war that had forged him pointless, and his existence something it was never meant to be. He killed the wizard, who, before dying, scarred half of his face as a mark for all to see.

Malekith became the ruler of the Dark Elves of Svartalfheim and a recurring enemy of Thor. He has often wielded the Casket of Ancient Winters, which enables him to generate endless amounts of ice. He eventually amassed a coalition of allies from across the realms called the Dark Council and launched a campaign of conquest he dubbed the War of the Realms. Declaring himself the Butcher of Thors, he bonded with the Venom symbiote to augment his forces, seized the Last Hammer of Asgard, and augmented it with living abyss to forge the Black Hammer of the Accursed. Thor ultimately separated him from the symbiote, and Young Thor severed one of his arms — and when Malekith tried to unleash his Wild Hunt in a last act of spite, his own fear broke his control over the beasts, and they devoured him instead.

Malekith is the Controller — a Dark Elf sorcerer who combines exceptional single-target damage with a debuff toolkit that few teams can match. He applies Blind, Bleed, and Heal Block to his targets, and can extend the duration of negative effects already on enemies, ensuring that debuffs stick around long enough to be decisive.

Beyond his offensive control, Malekith contributes meaningfully to the team’s survivability from the very first moment of the fight. On Spawn, he applies Immunity to himself and the entire Shadow Conclave team, protecting them from incoming debuffs early on. Whenever he receives Darkness, he flips it into Offense Up — turning one of the most common debuffs in the game into a direct offensive boost.

In Alliance War, this mechanic extends to the entire Shadow Conclave team, making teams built around Darkness applications — like Knull — largely ineffective against this lineup. Before Malekith completes his first turn, the Shadow Conclave cannot gain Trauma, neutralizing one of the most disruptive debuffs in the game. The team’s Focus can also only be reduced through negative effects in War, preventing passive Focus reduction from having any impact.

Malekith’s most powerful War mechanic, however, is his ability to spread all negative effects from the primary target to every other enemy — turning a single well-placed debuff into a team-wide problem for the opposition. He can also clear Battlefield Effects on the allied side, which is an extraordinary tool. Characters like Odin, Knull, Franklin Richards, and Red Hulk, who apply Battlefield Effects to the enemy side, will find that advantage stripped away, removing one of the most impactful mechanics those teams rely on.

Together with Thanos’s speed and Resistance protection, Sylvie’s Mind Control and disruption, High Evolutionary’s sustain and speed control, and Executioner’s execution and damage reduction negation, Malekith completes a team that is genuinely META in Alliance War — each member covering for the others and amplifying the team’s collective threat in a way that very few rosters can answer.

Malekith attacks the primary target for 300% damage with his Basic and calls the Shadow Conclave ally with the highest Damage to assist on the same target. In Alliance War, with 3 or more Shadow Conclave allies, he also applies Blind to the primary target. When attacking via Iso-8, Counter, or Assist, he strikes the target for 225% damage + 17% Piercing, and in War applies Blind to that target as well.

Special costs 4 Ability Energy and can be used on Malekith’s first turn. He clears Barrier from the primary target, then tricks 1 random enemy into attacking the primary target with +60% bonus Damage. He follows up with his own attack on the primary target for 350% damage and applies Blind.

In Alliance War, with 3 or more Shadow Conclave allies, he also applies 2 Bleed for 2 turns to the primary target and clears all Battlefield Effects on the allied side — stripping away any environmental advantages opponents like Odin, Knull, or Franklin Richards have established.

Ultimate costs 6 Ability Energy and can be used on his second turn. Malekith attacks the primary target for 450% damage, applies Heal Block for 2 turns, and prolongs all negative effects on that target by 1. The attack is Unavoidable.

In Alliance War, with 3 or more Shadow Conclave allies, all negative effects on the primary target are spread to every other enemy — turning a single debuffed target into a team-wide crisis for the opposition. And in a war, this attack cannot be blocked.

On Spawn, through his Passive, Malekith applies Immunity for 2 turns to himself and all Shadow Conclave allies, protecting the entire team from incoming debuffs at the start of every fight. On any turn, he flips all Darkness on himself into Offense Up, converting one of the most common debuffs in the game into a direct offensive advantage.

In Alliance War, with 3 or more Shadow Conclave allies, this flip extends to the entire Shadow Conclave team — meaning any opponent relying on Darkness application, such as Knull, will find that mechanic not only neutralized but actively turned against them. Before Malekith completes his first turn, he and all Shadow Conclave allies cannot gain Trauma, shutting down any on-spawn or early in battle Trauma mechanics opponents may attempt to apply. The Focus of Malekith and all Shadow Conclave allies can only be reduced by negative effects in War, preventing passive Focus reduction from having any impact on the team’s ability to land debuffs.

Combat Tips & Tricks

Shadow Conclave is the first team for the Age of Fear, according to the developers, and will be essential for unlocking the next Legendary character, making them a must-invest team for every active player. By all indications, they are one of the strongest, if not the strongest, Alliance War team at the time of their release, possessing an extraordinary set of interlocking mechanics that systematically dismantle the advantages most opposing teams rely on.

The foundation of their War dominance begins before a single ability is used. On Spawn, the entire team gains Safeguard, Immunity, and Defense Up — a combination that in the vast majority of cases is one of the most decisive opening advantages in the game. From that point forward, their control over the flow of battle is relentless.

They completely shut down every form of Speed manipulation from the opposing side — Speed Bar fills, Speed stat increases, and Speed Up buffs are all negated. At the same time, Thanos passively fills his own Speed Bar on Spawn and fills Executioner’s Speed Bar whenever a non-summoned enemy drops to 25% Health or below, and crucially, these mechanics cannot be prevented — they will always fire regardless of any enemy ability that would otherwise stop Speed Bar manipulation. This guarantees Thanos plays first in every War fight, uses his Special, gains Taunt, and immediately grants the entire team a staggering +2,500% bonus Resistance — making it exceptionally difficult for opponents to apply any negative effects to this team for the remainder of the fight.

The Shadow Conclave cannot gain Silence before Executioner completes his first turn, nor can they gain Trauma before Malekith completes his. Both characters are fast, but there are plenty of characters in the game capable of applying these debuffs actively or passively before that point, which makes this protection extraordinarily valuable. Darkness does not function against them either, as it is passively flipped into Offense Up in War, meaning teams built around Darkness application, such as teams with Knull, will find that mechanic not only neutralized but turned against them. They heal exceptionally well through High Evolutionary, possess strong mitigation through Thanos’s Taunt and Resistance boost, and completely negate all forms of Damage Reduction — enemies cannot receive reduced damage. Meanwhile, Sylvie passively reduces all enemy Damage by 30% until she takes her first turn, and enemies cannot passively increase their own Damage output at any point. Opponents also cannot gain Immunity, leaving them fully exposed to every debuff the Shadow Conclave applies, and cannot increase their Resistance except through positive effects — making those debuffs even easier to land.

In terms of turn order, the team operates like a well-engineered sequence. Thanos plays first, gains Taunt, and fortifies the team’s Resistance. Executioner follows, using his Ultimate to apply Trauma and Ability Block to all enemies simultaneously — at that point, it may not be too early to say the fight is effectively decided, as the Shadow Conclave already holds an overwhelming advantage. Malekith goes next, capable of clearing any Battlefield Effect opponents have applied to the allied side, completely negating that advantage. High Evolutionary then steals 25% Health from all enemies, redistributes it amplified by 200% to his team, reduces the duration of Safeguard on enemies, flips all their positive effects into negatives, and flips all negative effects on the Shadow Conclave into positives — a brutal combo that in most cases ends the fight conclusively. Sylvie plays last, able to Stun a key target, apply Offense Down, and copy and clear positive effects from multiple enemies, ensuring any remaining threat is neutralized.

Very few teams will have a realistic answer to this sequence. Professor Xavier may present some challenge, and Annihilus will undoubtedly remain an insurmountable obstacle — not just for Shadow Conclave but for virtually every team and character in the game. But beyond those exceptions, it is difficult to see how most War rosters will find a way through one of the most complete and mechanically sophisticated teams ever introduced to Marvel Strike Force.

If you have any questions about Shadow Conclave team or need any help with MSF feel free to reach out to us via our Discord:


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