Agents of S.H.I.E.L.D. (Marvel Cinematic Universe) ![]()
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The total Health of the AoS is spread across three, low-HP Directors. When one is downed the next one in the list takes their place in the battle fully healed, modifying the effect of their Blue power. This effect can be shown appending the Blue power, but applies regardless of covers trained. (E.g. “(PASSIVE) If Director Coulson is downed, Maria Hill arrives to take his place in the battle.”)
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Director CoulsonAt Level 270: HP:5586 Tile damage:73/10/82/09/64/11/3.0
Maria HillAt Level 270: HP:4361 Tile damage:73/11/64/10/82/9/3.5
Phil CoulsonAt Level 270: HP:4361 Tile damage:73/10/82/09/64/11/4.0
(Note: Once Phil Coulson is downed, the Agents of S.H.I.E.L.D. are downed and out of the battle as normal.)
Powers
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Director of S.H.I.E.L.D. 11 ![]()
AP (Director Coulson)
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S.H.I.E.L.D. Director Coulson arrives to evaluate the situation. Place 2 traps on the board.
(PASSIVE) When a S.H.I.E.L.D. Director’s trap is matched by either team, generate 1 AP of each color.
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Director of S.H.I.E.L.D. 11 ![]()
AP (Maria Hill)
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Maria takes charge in Director Coulson’s absence. Place 2 traps on the board.
(PASSIVE) When matched by the enemy team, the S.H.I.E.L.D. Director’s traps detonate in unison, dealing 758 damage each. If you match a trap it detonates, dealing 379 damage.
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Director of S.H.I.E.L.D. 11 ![]()
AP (Phil Coulson)
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When the situation looks hopeless, the Director does whatever it takes to succeed. Place 2 traps on the board, then detonate all S.H.I.E.L.D. Director’s traps, dealing 379 damage per trap to the enemy team.
(PASSIVE) When a S.H.I.E.L.D. Director’s trap is matched by either team, it detonates, dealing 379 damage and generating 1 AP of each color.
Level Upgrades (all versions)
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Level 2: Creates 3 traps.
Level 3: Creates 4 traps.
Level 4: Creates 5 traps.
Level 5: Creates 6 traps.Character Level 270: Creates 4-6 traps that deal 1505 (from 758) or 752 (from 379) damage each.
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S.H.I.E.L.D. Tech 6 ![]()
AP
- S.H.I.E.L.D.'s science division manages to construct the perfect gadget for any situation. Fortifies 1 friendly special tile and Locks 1 enemy special tile in a Containment Field. If there are no eligible tiles on the board, creates 1 random Strike, Protect, or Attack tile of Strength 119 instead.
Level Upgrades
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Level 2: Fortifies/Locks up to 2 tiles for each team.
Level 3: Creates 2 random Strike, Protect, or Attack tiles.
Level 4: Fortifies/Locks up to 3 tiles for each team.
Level 5: Creates 3 random Strike, Protect, or Attack tiles.Character Level 270: Fortifies 2-3 friendly special tiles and Locks 2-3 enemy special tiles, or creates 2-3 random Strike, Protect, or Attack tiles of Strength 230.
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S.H.I.E.L.D. Support 5 ![]()
AP
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Shield Agents lay down covering fire, destroying 2 random tiles (Does not generate AP). This power becomes S.H.I.E.L.D. Assault.
(PASSIVE) When an ally is downed, a S.H.I.E.L.D. Support agent arrives to take their place.
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S.H.I.E.L.D. Assault 5 ![]()
AP
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A Shield Assault Team sweeps the area, creating 2 Attack tiles of Strength 52. This power becomes S.H.I.E.L.D. Cavalry.
(PASSIVE) When an ally is downed, a S.H.I.E.L.D. Assault agent arrives to take their place.
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S.H.I.E.L.D. Cavalry 5 ![]()
AP
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The Cavalry Arrives! Destroys 2 random tiles, dealing 198 damage per tile destroyed (does not generate AP). This power becomes S.H.I.E.L.D. Support.
(PASSIVE) If an ally is downed, Melinda “The Cavalry” May arrives to take their place unless she is already in the battle.
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S.H.I.E.L.D. Support

At Level 270: HP:4361 Tile damage:64/64/64/64/64/64/3.0

Support (Passive): S.H.I.E.L.D. Support automatically generates 1 Purple AP per turn.
Suppressing Fire 5
AP: Creates a 4-turn Countdown tile that destroys a row and reduces the enemy’s Red, Yellow and Green AP by 2 each. -
S.H.I.E.L.D. Assault

At Level 270: HP:4361 Tile damage:64/64/64/64/64/64/3.0

Assault Team (Passive): S.H.I.E.L.D. Assault automatically generates 1 Red AP per turn.
Sustained Fire 5
AP: Creates a 4-turn Countdown tile that creates an Attack tile of Strength 52 each turn. -
Melinda May


At Level 270: HP:4361 Tile damage:11/64/10/73/9/82/4.5

Stealth Operative 5
AP: An expert infiltrator, Melinda dodges enemy patrols, becoming Invisible for 2 turns.
Whatever It Takes 5
AP: Destroys 4 random tiles, dealing 198 damage per tile destroyed. This power’s cost becomes 5
AP, or returns to its original cost if it is already Purple.
Level Upgrades
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Level 2: Destroys 3 random tiles or creates 3 Attack tiles.
Level 3: Destroys 4 tiles or creates 4 Attack tiles.
Level 4: Destroys 5 tiles or creates 5 Attack tiles. S.H.I.E.L.D. Agents’ Countdowns are reduced by 1. (Note: S.H.I.E.L.D. Assault’s Sustained Fire now creates 1 attack tile immediately when fired)
Level 5: Destroys 7 tiles or creates 7 Attack tiles. S.H.I.E.L.D. Cavalry deals 319 damage per tile destroyed.Character Level 270:
Destroys 4-7 tiles, or creates Attack tiles of Strength 101. S.H.I.E.L.D. Cavalry deals 390 (from 198) or 630 (from 319) damage per tile destroyed.
Comments
Agents of S.H.I.E.L.D. is easily my most complicated spec ever. Luckily, a lot of that complexity is under the hood and I think their powers will be easy to grasp in battle. They have decent tanking ability with a couple cheap powers that cycle through different effects.
S.H.I.E.L.D. has plenty of loyal agents ready to step up and take command! Battles featuring the Agents of S.H.I.E.L.D. should be very distinct, like mini-multi-wave missions, since they are very good at bringing new characters into the battle; primarily, of course, through the Director succession mechanic, but also through the passive effects of their green power. Players fighting the AoS would want to take them down first (to prevent more mini-mooks from spawning), which is confounded by the passive “OTK resistance” of multiple directors.
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Director of S.H.I.E.L.D. makes traps compatible with Nick Fury’s Demolition power. Early in the match these just generate AP but after Director Coulson is downed they become quite dangerous, and once he comes back, he immediately detonates them (plus any existing traps) for big team damage.
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S.H.I.E.L.D. Tech offers general special tile support for the long game (Thanks, Fitz-Simmons!). They may not be able to completely shut down enemy threats, but they can temporarily neutralize them, as well as protecting their own assets. Cast on a clean board, provides efficient special tile creation, but as the board fills up it’s more likely to just lock/fortify a few tiles.
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S.H.I.E.L.D. Support cycles between 3 different green powers, which aren’t incredibly strong by themselves but promote a cycle of tile destruction and attack tile generation. However, if an ally is downed, the passive will trigger, bringing a new Agent right into the battle. Which agent arrives depends on which version of the power is active when the ally is downed; Melinda is much more capable than her mook allies, so there may be incentive to press your luck and not cycle away from The Cavalry if a teammate is low on Health, even though the third activation packs the best punch in terms of damage-per-AP.
EDIT 30/May/2016: Reorganized the build description and moved the comments to the bottom for simplicity and readability.