Strategies, tips, and rewards for Whiteout Survival event.
Summary
Alliance Championship (AC) is a weekly automated PvP tournament where six alliances from the same state and tier fight a round-robin across five rounds, Thursday through Saturday. Each player registers one march during signup (Monday to Wednesday), and that march fights automatically across three lanes with stats locked at the moment of registration.
Change your troop ratio from the default 33/33/33 before registering. Generation 1-3 states should use 50/20/30 (Infantry/Lancer/Marksman) because it creates a durable frontline while keeping backline damage. Generation 4+ states can experiment with 60/40/0, which lowers displayed power for better matchmaking while performing stronger in actual combat.
Register Tuesday or Wednesday after Bear Trap so your pet buffs are active at the moment you lock in, because those buffs persist for all five rounds even after they expire in normal gameplay. Re-registering after buffs expire erases them, so don't touch your march once it's locked in with buffs.
Have everyone register in the same lane (typically middle), then redistribute during Prep Phase. The matchmaking system calculates alliance power from lane distribution, so concentrating into one lane makes your alliance appear weaker and gives you easier opponents.
Concentrate your 40 strongest players into two lanes and sacrifice the third, because you only need two lane wins per round. After Round 1, scout enemy lane power from their previous round and shift your strongest lanes to counter their setup.
Spend Championship Badges wisely: Sigils first (rare and critical for Dawn Academy experts), then Design Plans (essential for gear crafting), then pet materials. Basic resources and speedups are poor value because you can farm those elsewhere.
AC runs on a fixed weekly cycle. Understanding the phases is key because each one requires different actions from players and leadership.
Every player registers one march with their chosen troop ratio and hero formation. Your march's "score" (based on troop power, hero strength, gear, and active buffs) is locked at this moment and determines your fight order in battle.
🔥 Furnace Lv10+ Required
👤 10+ Members Minimum
🔒 Buffs Lock at Registration
The system groups your alliance with five others from your state of similar tier and strength. You'll face each opponent once across the five rounds. Alliances cannot disband during AC.
🎲 6 Alliances per Group
🏅 Tier-Based Matching
11 hours before each round
R4 and R5 officers can move players between the three lanes (Left, Center, Right). After Round 1, you can see your next opponent's lane power from their previous round, enabling you to counter their setup.
👀 Scout Enemy Lanes
🔄 Rearrange Players
Battles are fully automated. In each lane, the weakest players fight first, working up to the strongest. If a march defeats its opponent, it fights one more (max 2 battles per round). Win 2 of 3 lanes to win the round. Only the top 20 players by power in each lane actually fight.
⚔ Automated 1v1 Combat
🏆 Win 2 of 3 Lanes
💪 Top 20 per Lane Fight
Rankings are finalized based on round wins (3 points per win). Tiebreaker is total lane wins. Rewards are distributed and the AC Shop resets Monday 00:00 UTC.
🎁 Rewards Distributed
💰 Shop Resets Monday
📋 Registration: Lock In Your Power
Registration is the single most important part of AC. Your march's power is frozen at the moment you hit register, including all active buffs. Every temporary buff you can stack before registering stays active for all five rounds.
Register Tuesday or Wednesday, timed with Bear Trap.
Bear Trap pet buffs are the biggest free stat boost. Use Quick Use to activate all pet buff keys, then register immediately while they're active
Minister of Defense (lethality buff) is slightly better than Minister of Strategy for AC according to community consensus. Apply for it before registering if available
City bonus buffs (10-20% deployment/attack) can be activated by spenders before registration, but free-to-play (F2P) players should save gems for State vs State (SvS)
R4/R5 should announce a specific registration window so the whole alliance registers together with buffs active
Do NOT Re-register After Buffs Expire
If you registered with pet buffs on Tuesday and then re-register on Wednesday without buffs active, all your locked buffs are erased. Once your march is locked in with buffs, don't touch it unless your R4/R5 tells you to. Leaving and rejoining your alliance also resets your registration.
Have everyone register in the same lane (typically middle).
Matchmaking manipulation: The system reads your lane distribution when calculating alliance strength. One stacked lane + two empty lanes makes your alliance look weaker, resulting in easier opponents
R4/R5 redistributes later: During Prep Phase, officers move players to their actual battle lanes. The registration lane doesn't matter for combat
This has limits: Once you reach the top of your tier, you'll face the strongest alliances regardless. But for climbing through lower tiers, it's a significant advantage
The default 33/33/33 split across Infantry, Lancer, and Marksman is never correct. Your troop ratio should depend on which generation of heroes your state has access to, because later generations unlock heroes whose skills work better with specific compositions.
★
Gen 1-3: The 50/20/30 Standard
50% Infantry / 20% Lancer / 30% Marksman. This is the universal starting point and remains optimal for early-to-mid generation states.
Why it works: Infantry tanks the front and absorbs damage, Marksmen deal high damage from the backline, Lancers provide utility. This ratio maximizes hero skill synergies for most available hero pools
Counter triangle: Infantry beats Lancers, Lancers beat Marksmen, Marksmen beat Infantry. The 50/20/30 ratio is "hard to counter" because the heavy Infantry front survives long enough for your damage to win the fight
Accessible to everyone: Works with any heroes you have from Gen 1-3, making it the safest choice for F2P and mid-spenders
★
Gen 4+: The 60/40/0 Evolution
60% Infantry / 40% Lancer / 0% Marksman. An advanced formation gaining popularity in later generations that trades displayed power for actual combat performance.
Why it works: Removing Marksmen lowers your displayed AC power significantly (often 1,000-2,000 points per player). But in actual combat, the infantry-heavy frontline survives longer and outperforms 50/20/30 setups, especially with the right heroes
Matchmaking benefit: Lower displayed power across your alliance means the matchmaking system pairs you against weaker opponents, giving a double advantage
Confuses enemy scouting: When opponents check your lane power during Prep Phase, your lanes look weaker than they actually are, making it harder for them to counter your setup
Required heroes: Greg (Gen 3, buffs all troops and scales well with Infantry/Lancer), Lynn (Gen 4-5), Norah (Gen 5), Bradley (Gen 7). These heroes buff Infantry and Lancer stats directly, making 0-Marksman viable
60/40 Is Not for Everyone
This formation requires the right heroes with maxed skills and strong gear. Community opinions are split: some alliances saw immediate improvement, others "got absolutely crushed." If your alliance doesn't have the heroes listed above at high levels, stick with 50/20/30. Test with a few players first before committing the whole alliance.
★
Gen 7+: Experimental Heavy Infantry
70/30/0 or even 80/20/0. Some late-game alliances push infantry even further.
Why some use it: Infantry scales very well in late game with strong heroes and gear. The front line survives so long that pure survivability wins fights even without backline damage
Key heroes: Bradley (Gen 7), who provides massive health/defense boosts that compound with heavy infantry
Risk: If your gear and heroes aren't top-tier, this ratio doesn't have enough damage output. Only attempt if you're a whale or late-gen with maxed Infantry stats
How to Set Your Formation
Open your Alliance Championship panel, tap your registered march, and adjust the troop ratio sliders before confirming. You can view any player's ratio by tapping "View" on their entry in the lane list. If your alliance hasn't coordinated on a ratio, default to 50/20/30.
👑 Hero Selection
AC battles use your heroes' Expedition Skills. Choose heroes based on PvP combat strength, not growth or economy skills.
✅
For 50/20/30 Formation
Use your three strongest PvP heroes, one for each troop type.
Infantry hero: Your strongest. Tanks damage and benefits from the 50% Infantry weight
Lancer hero: Provides utility buffs. Natalia (Gen 1) or newer Lancer heroes
Marksman hero: Your damage dealer. Eugene (Gen 1), newer Marksman heroes for later gens
Gen 1-2 F2P alternatives: If you lack SSR mythic heroes, SJ works as Infantry and Bahiti as Marksman. Both have useful Expedition Skills
✅
For 60/40/0 Formation
Heroes that buff survivability and all-troop stats matter more than Marksman-specific damage.
Greg (Gen 3): Best early option. Buffs all troops and scales extremely well with Infantry/Lancer comps
Lynn (Gen 4-5): Strong all-troop buffs. Use if you don't have Greg at high level
Norah (Gen 5): Excellent for Lancer-heavy stats and overall survivability
Bradley (Gen 7): Massive health/defense boosts. The premier 60/40 hero for late-game states
Never Use Growth Heroes
Gina is the #1 mistake. She's often one of the strongest heroes newer players have, but her skills are about resource production, not combat. Her Expedition Skills do nothing in PvP battles. The same applies to other economy-focused heroes. If a hero's skills mention gathering speed, construction speed, or resource production, don't use them in AC.
🎯 Lane Strategy: Win 2, Not 3
You only need to win 2 out of 3 lanes to win a round. Spreading power evenly across all three lanes risks losing all of them against a focused opponent. Most winning alliances deliberately sacrifice one lane.
A
2 Strong + 1 Sacrifice (Default Strategy)
Split your 40 strongest players evenly across two lanes. Everyone else goes in the third "sacrifice" lane. This is the safest and most widely recommended approach.
When to use: Most situations, especially when you're unsure of opponent strength
How to split: Alternate players by power (1st to Lane A, 2nd to Lane B, 3rd to Lane A, 4th to Lane B, etc.) to keep lanes equal. Or use the 1-4-5-8-9 / 2-3-6-7-10 pattern for even distribution
Win condition: Even if you lose the sacrifice lane badly, winning both strong lanes wins the round
Weakness: If the opponent stacks one super-strong lane that overlaps with one of your strong lanes, they can crack it
B
1 Dominant + 2 Medium (Advanced)
Stack your very strongest players into one lane, then split the remaining players across two medium-strength lanes. The dominant lane aims to beat the enemy's strongest lane.
When to use: When you've scouted the enemy and know where their power is concentrated
Win condition: Your dominant lane beats their strongest. Your two medium lanes each beat their weakest. You win 2-1 (or even 3-0)
66% win chance: There are three possible positions for the enemy's strongest lane. Your dominant lane has a 2-in-3 chance of facing it (since you cover two of three lanes with medium strength)
Higher risk: If your dominant lane faces their sacrifice lane, you "waste" your strongest concentration. Only use when you have good intel
C
3 Equal Lanes (Ultimate Tier Only)
Split power equally across all three lanes. Only makes sense in Ultimate tier where total lane wins (flags) break tiebreakers.
When to use: Only in Ultimate tier, where tiebreaker ranking is based on total flags won across all rounds. Getting 3-0 sweeps matters more than just winning 2-1
Requires: A very strong alliance with many whales and big spenders. If you can't overwhelm opponents on all three lanes, you risk losing 2-1 instead
Not recommended for Iron through Diamond tiers, where winning the round (2 lanes) matters more than total flags
After Round 1, you gain a crucial advantage: you can see your next opponent's lane power from their previous round. Smart R4/R5 leaders use this to adapt their lane setup every round.
Check the podium: Tap on the enemy alliance's statues to see their lane power distribution from their last round
View battle reports: Go to Schedule, select your upcoming opponent, and replay their previous matches. Note the first and last few players in each lane to understand their distribution
Track patterns: Most alliances keep the same lane setup all week. If their lanes looked the same across 3-4 rounds, they're probably not adapting
Watch for 60/40 users: If opponent lanes look weaker than their total alliance power suggests, they may be using 60/40/0 ratios. Their displayed lane power is misleading, and they're actually stronger than they look
Against 2-strong/1-weak: Use the 1-dominant/2-medium strategy. Put your dominant lane against one of their strong lanes, and your two medium lanes against their other strong lane and weak lane
Against 3-equal: Use 2-strong/1-sacrifice. Your concentrated lanes should overpower their spread-out lanes
Against non-adapting opponents: Match your sacrifice lane against their strongest, your two strong lanes against their other two. Swap your sacrifice lane position each round to stay unpredictable
Last-minute switches: Make lane changes right before battle starts during Prep Phase. Opponents can only see your previous round's setup, not your current one
R4/R5 Time Investment
Quick approach: 2-3 minutes per round checking lane power and making swaps. Detailed approach: 10-15 minutes analyzing battle reports, player order, and troop ratios. The quick approach captures most of the strategic value. You don't need to spend an hour analyzing every match.
🏅 Tiers & How to Climb
AC has six tiers: Iron, Bronze, Silver, Gold, Diamond, and Ultimate. Your alliance earns or loses stars based on weekly group ranking, and stars accumulate to advance you through tiers.
★
Star Earnings by Rank
After each weekly event, your alliance is ranked 1st-6th in your group based on round wins. Stars earned depend on both rank and tier.
Rank 1: +4 stars (Iron/Bronze), +3 stars (Silver/Gold/Diamond), +2 stars (Ultimate)
Rank 2-3: +3 stars (Iron/Bronze), +2 stars (Silver/Gold/Diamond), +1 star (Ultimate)
Rank 4-5: +2 stars (Iron/Bronze), +1 star (Silver/Gold), +1 star (Diamond), -1 star (Ultimate)
Rank 6: +1 star (Iron through Gold), -1 star (Diamond), -2 stars (Ultimate)
You Can Lose Stars at High Tiers
At Diamond tier, ranking 6th costs you -1 star. At Ultimate tier, ranking 4th-5th costs -1 star and ranking 6th costs -2 stars. This prevents alliances from camping at high tiers without competing. Consistent participation and lane management become essential to maintain your tier.
🥇
Iron → Bronze → Silver
Entry Tiers
All alliances start in Iron. Climbing through these tiers is relatively fast because you can't lose stars. Even ranking last in your group still earns +1 star. Focus on getting 10+ members registered each week and using basic lane strategy.
📈 Can't Lose Stars
💰 Small Badge Rewards
🥈
Silver III → Gold → Diamond
Alliance Statue Unlocked
Silver III is a key milestone: your alliance unlocks a Championship Statue that provides a gathering speed buff to all members within alliance territory. At Silver it's +3% to all four resources, scaling to +5% at Gold and +7% at Diamond.
⚒ +3% Gathering (Silver)
⚒ +5% Gathering (Gold)
⚒ +7% Gathering (Diamond)
🥇
Ultimate Tier
Top Rewards + Cosmetics
The highest tier. All members receive a 14-day temporary Knight skin set (city skin, march skin, nameplate, avatar frame). Gathering buff reaches +10%. Most championship badges and best shop stock. However, ranking 5th or 6th costs -1 or -2 stars.
🏆 Knight Skin Set (14 days)
⚒ +10% Gathering
💰 23.8k Badges (Rank 1)
💥 KO Rewards
During each battle round, your march earns bonus rewards for defeating enemy marches. A recent update added treasure box rewards to KOs, making individual performance more valuable.
5-min Research Speedups x10
10k Meat x20, 10k Wood x20
1k Coal x40, 1k Iron x10
Treasure Box x1 (contains general shards, gems, XP components, speedups, chief gear materials)
5-min Research Speedups x15
10k Meat x30, 10k Wood x30
1k Coal x55, 1k Iron x15
Treasure Box x2
Treasure Box Tip
Open KO treasure boxes in batches of 100-200 at a time. The chance of getting rare rewards (1,000 gems, 100 XP components, general shards) increases when you open many at once compared to opening them one by one.
You Earn Rewards Even When Losing
Even if your alliance loses a round, individual KO rewards are still distributed based on your march's performance. There is no reason to skip registration or worry about losing, because every round gives something back. This makes AC one of the most consistent weekly events in the game.
🛒 AC Shop Priorities
Championship Badges are earned from tier ranking rewards each week. The shop stock is randomized per player and resets every Monday at 00:00 UTC. Spending wisely here compounds into significant long-term account growth.
Available once your state reaches Gen 3.5+ (War Academy unlocked with Dawn Academy experts).
Source: AC Shop (random stock each week)
Why first: Sigils are extremely rare and directly improve your Dawn Academy experts, which provide permanent combat buffs
Hard to farm elsewhere: Very few events offer Sigils in meaningful quantities. AC is one of the most reliable sources
Expert discount: If you have the Balder expert unlocked, the shop offers extra items at a discounted price. Always check for and buy discounted Sigils first
Available once your state reaches Gen 4+.
Source: AC Shop (guaranteed stock each week at Gen 4+)
Why second: Design Plans are essential for crafting and upgrading high-level hero gear. You will never have enough in late game
Investing early saves pain later: The gear upgrade bottleneck only gets worse as you progress
After Sigils and Design Plans, remaining badges go here.
Polishing Solution and Hardened Alloy: Chief gear upgrade materials. Good value if you're actively upgrading gear
Pet manuals, serums, wild marks: Solid long-term investments for pet progression
Hero shards: Patrick until Gen 4, then your Gen-2 shards (e.g., Gen 6 shards if your state is Gen 8). Decent value if you need those specific heroes
Avoid Wasting Badges On
Basic resources and generic speedups are poor value. You can farm meat, wood, coal, and iron from daily activities. Speedups are available from many other events. Your Championship Badges are too valuable to spend on things you get every day.
⚠ Common Mistakes
Using Default 33/33/33 Ratio
The game assigns 33/33/33 automatically. This is NEVER optimal. At minimum, change to 50/20/30. This single change significantly improves your combat performance against anyone still using the default.
Registering Monday Without Buffs
Buffs are locked at registration time. Registering on Monday means missing Bear Trap pet buffs (typically Tuesday/Wednesday). Wait for pet buffs. The difference is meaningful across five rounds.
Spreading Power Across All 3 Lanes
Only the top 20 per lane fight. Concentrate your 40 strongest in 2 lanes. Spreading thin means potentially losing all 3 lanes to a focused opponent who concentrates their strength.
Using Growth Heroes (Gina!)
Gina is often one of the strongest heroes newer players have, but her Expedition Skills are for resource production, not combat. Using her wastes your hero slot. Use PvP-focused heroes even if they're lower level than Gina.
Leaving Alliance During Event
If you leave after registration, your march still fights for the old alliance but you lose all rewards. Stay put until after the Completion Phase ends.
Re-registering After Buffs Expire
If you registered with pet buffs and later re-register without them active, all locked buffs are erased. Don't touch your march once it's registered with buffs unless leadership specifically tells you to.
R4/R5 Not Adjusting Lanes Between Rounds
Many alliances set lanes once and never change them. After Round 1, you can see enemy lane power from their previous round. Opponents who don't adapt are predictable and easy to counter.
Summary
Alliance members rally against the Raging Bear for 30 minutes. The bear does not fight back, so this is pure offense. Rewards (Essence Stones for hero gear upgrades, gear XP) scale with total damage dealt, and a single wrong hero in Slot 1 can cripple an entire rally's output.
When joining a rally, only your Slot 1 hero's first Expedition skill contributes to damage. Everything else (your gear, pets, charms, other heroes) is ignored, so picking the right Slot 1 hero matters more than your entire account power.
Use Jessie or Jasser in Slot 1 for +25% damage because they are free-to-play (F2P) heroes that provide the exact same buff as the whale (heavy spender) hero Jeronimo, making them the best investment for every player.
Send 80%+ Marksmen because the bear never attacks your troops, so Infantry serve no defensive purpose. You only need a small number of Infantry and Lancers (10% each) to activate their heroes' Expedition skill buffs.
Donate Explosive Arrowheads (earned from Intel Missions) before the event to push trap enhancement to Level 5, which gives +25% Attack to every rally in the alliance. Skipping this leaves massive damage on the table for everyone.
Pre-save four formations (primary joiner with Jessie, rally captain, safety join with a blue/Rare-tier hero, troops-only) because the event lasts only 30 minutes and fumbling with hero swaps wastes time you could spend joining more rallies.
Only Slot 1 Hero Matters When Joining
When you join someone else's rally, only your first hero's first Expedition skill contributes to the rally. Your gear, pets, charms - none of it matters. Only the buff from that first hero.
Slot 1 = left-most hero in your formation (appears lighter than others)
Only 4 joiner buffs can be active per rally (first 4 joiners)
Higher skill levels can overwrite lower ones, but Level 5 cannot be overwritten
Wrong hero with Level 5 skill = wasted slot - leader must kick you
If You Don't Have Good Heroes
If your best hero doesn't have a damage buff (like Jessie, Jasser, or Jeronimo), put a Blue (Rare) hero with low skill level in Slot 1. This way you won't accidentally overwrite someone's good buff. Or send troops with no heroes to just contribute capacity without affecting the rally's buff lineup.
👑 Rally Leader vs Rally Joiner
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Rally Leader (Starting the Rally)
As leader, all 9 of your Expedition skills (3 heroes x 3 skills) contribute to the rally. Your gear, stats, and hero power all matter.
Use 3 heroes - one Infantry, one Lancer, one Marksman
All 9 Expedition skills are active
Your gear, charms, pets all contribute to damage
Leaders should be your strongest players with highest rally capacity
👤
Rally Joiner (Joining a Rally)
As a joiner, only your Slot 1 hero's first Expedition skill matters. Everything else is irrelevant to the rally.
Slot 1 hero's Expedition Skill 1 is your only contribution
Use 3 heroes for maximum troop capacity (even if Slot 2-3 don't matter)
Your gear, charms, pets do NOT affect the rally buff
Fill strong rallies first - they deal more damage than weak ones
Viewing Rally Bonuses
Click the yellow flag icon on the rally screen to see the current buff lineup. This shows the captain's percentage stats and the 4 selected joiner hero skills at the bottom.
🥇 Best Heroes for Joining Rallies (Slot 1)
These heroes provide the best Expedition Skill 1 buffs for Bear Hunt. Use them in Slot 1 when joining.
Hero Class Expedition Skill 1 Accessibility
Jessie S Lancer +25% damage dealt (all troops) F2P
Jasser S Marksman +25% damage dealt (all troops) F2P
Jeronimo S Infantry +25% damage dealt (all troops) Whale
Seo-yoon S Marksman +25% troop attack Gen 2
Reina S Lancer +25% normal attack damage Gen 4
Gwen A Marksman +20% target damage taken Gen 5
Bradley A Marksman +25% damage dealt Gen 7
Gen 2 Tip
Jessie and Jasser are your best options — both are accessible and provide the same +25% damage buff as the whale hero Jeronimo. If you have Seo-yoon, she's also excellent with her +25% attack buff.
🏆 Best Rally Leaders by Generation
Rally leaders should be players with highest rally capacity (maximum troops a rally can hold, determined by Furnace level) and strongest heroes. All 9 Expedition skills contribute.
Gen F2P Leaders Whale Leaders
Gen 1 Molly, Bahiti, Sergey Molly, Zinman, Jeronimo
Gen 2 Molly, Zinman, Flint Philly, Alonso, Jeronimo
Gen 3 Mia, Zinman, Flint Mia, Alonso, Jeronimo
Gen 4 Mia, Lynn, Flint Mia, Alonso, Jeronimo
Gen 5+ Mia, Lynn, Hector Mia, Gwen, Jeronimo
Avoid "Growth" Heroes as Leaders
Heroes like Gina (stamina reduction) have Expedition skills that don't help Bear damage. Using them as rally leader drastically reduces damage for everyone in the rally. Only lead if you have combat-focused heroes.
🧚 Troop Ratios (Infantry / Lancer / Marksman)
Since the bear doesn't attack, maximize Marksmen for damage. Infantry are just there for their hero buffs to activate.
Ratio Infantry Lancer Marksman When to Use
Best 10% 10% 80% You have lots of Marksmen
Alternative 10% 20% 70% Lower Marksmen count
Aggressive 5% 5% 90% Max damage, strong account
Why Not 100% Marksmen?
You need some Infantry and Lancers to activate those heroes' expedition skill buffs. The sweet spot is keeping at least 10% of each while maximizing Marksmen for pure damage output.
The 10,000 Rule
Some testing suggests the damage formula may penalize marches with fewer than 10,000 troops of a specific type. If possible, send at least 10,000 Infantry and 10,000 Lancers, filling the rest with Marksmen.
💣 Bear Trap Enhancement
➕
Donate Explosive Arrowheads
Before the event, donate Explosive Arrowheads (from Intel Missions) to enhance the trap to Level 5 for a +25% Attack buff for the entire alliance.
Level 5 trap = +25% Attack for all alliance members
200 Alliance Tokens per arrowhead donated
Enhancement resets after each Bear Hunt
Coordinate with R4/R5 (alliance officers and leader) to time enhancement before event
📍
Trap Placement
R4/R5 (officers/leader) should place the trap in an open area with minimal obstacles so up to 100 players can teleport close and minimize march times.
Avoid placing near Woodmills or resource buildings
Open areas = faster teleport clustering
Less march time = more rallies joined in 30 minutes
The event is chaotic - 30 minutes flies by. Pre-save formations to join rallies instantly.
Jessie/Jasser in Slot 1 with Level 5 Expedition Skill, plus 2 more heroes for troop capacity. Use 10/10/80 ratio.
Your 3 strongest heroes (one per troop type) with best Expedition skills. Natalia, Molly, Alonso recommended for Gen 2.
Put a Blue (Rare) hero in Slot 1 with low skill level. This won't overwrite anyone's Level 5 Jessie and still contributes troops.
If you're out of useful heroes, send troops with no heroes at all. You contribute troop damage without taking a buff slot.
⚡ Speed Tips for the Event
Clicking rally links from chat has a loading delay. Keep the alliance rally page open instead - new rallies appear at the bottom.
On the main rally page, use the big green "+" button to quickly join with your preset formation instead of clicking into rally details.
Joining a strong player's rally gives more damage than filling weak rallies. Prioritize rallies with high-power leaders.
Leaders should space rallies ~30 seconds apart so troops can return and join the next one. Stacked rallies waste capacity.
🎁 Rewards
💎
Personal Rewards (Damage Thresholds)
Based on your total damage dealt. Higher damage = better rewards.
Essence Stones - for hero gear upgrades (main reward)
Lucky Hero Gear Chests - in older states
Alliance Tokens - from participating
Gear XP - for hero gear leveling
State Age Matters
In newer states, rewards include Sergey Shards. Once your state enters the Fire Crystal Age, Sergey Shards are replaced with Essence Stones which are more valuable for gear progression.
⚠ Common Mistakes to Avoid
Wrong Hero in Slot 1
Heroes like Gina (stamina reduction) or Patrick (HP buff) don't help Bear damage. Always use damage-focused heroes like Jessie, Jasser, or Jeronimo.
Level 5 Wrong Hero = Wasted Slot
If you join early with a wrong hero that has Level 5 Expedition Skill 1, you've permanently taken a buff slot. The rally leader must kick you to fix it.
Sending Infantry-Heavy Troops
The bear doesn't attack, so you don't need tanks. Send 80% Marksmen minimum. Infantry are only there for hero skill activation.
Not Donating Arrowheads
The trap enhancement gives +25% Attack at Level 5. If your alliance doesn't enhance, you're leaving massive damage on the table.
Leading Rallies with Bad Heroes
If your heroes aren't combat-focused, don't lead rallies. You'll hurt the entire rally's damage output. Join instead with the right Slot 1 hero.
Summary
Monthly 2-day PvP event where you earn points for every enemy troop killed or severely wounded. Runs Friday to Sunday during a Sunfire week (when the Sunfire Castle event is active), and it is the only event in the game where troops can die permanently.
Attack gatherers on resource tiles for zero permanent deaths, because tiles cannot be reinforced and all your casualties go to the infirmary. This is the safest and most repeatable point source in the event.
Sunfire Castle Battle (a separate alliance-vs-alliance event for control of a castle) always overlaps with BIA and produces the most points per hour of any activity, since all casualties go to infirmary and the carnage from massed alliance fighting racks up kills on both sides.
Failed solo city attacks kill 35% of your troops permanently (no infirmary, no resurrection), so only hit cities where you clearly overpower the target and have confirmed they are not being reinforced.
Keep infirmary capacity available at all times by healing immediately after every engagement, because overflow troops die permanently even when you are defending your own city.
Hit milestone rewards and then protect your troops, because the healing cost of aggressive play usually exceeds ranking rewards unless you have overwhelming power advantage.
📜 Our BIA Rules
🚫 No Rallies — Solo Hits Only
Never start or join a rally during BIA. All attacks must be solo.
Target Can I Attack?
Gatherers on tiles ✓ Yes — any alliance, anywhere
Non-allied city
Any tag not listed below ✓ Yes — unlimited hits
Allied city outside their territory
Any alliance in your NAP (non-aggression pact) agreement + their academies (training alliances) ⚠️ Max 2 hits
Allied city in their territory ✗ No
Allied Tags
Check your state's NAP agreement for the full list of allied alliance tags (including their academies). When in doubt, ask in alliance chat before attacking.
⚠️ Understand Troop Loss BEFORE Attacking
The single most important thing to understand is when troops die permanently vs go to infirmary. This determines everything.
✓
Attacking Tiles (Resource Gatherers) - SAFEST
Zero permanent deaths for attackers. All your casualties go to the infirmary (if space available). Tiles cannot be reinforced, so you always fight just the gathering troops.
Win or lose - your troops only get injured, never permanently killed
Tiles can't be reinforced - target is always the original gathering force
Best option for safe point farming with minimal risk
Fill infirmary capacity before attacking to avoid any overflow deaths
Defending Your City - MEDIUM RISK
When your city is attacked, troops go to infirmary if there's space. No permanent deaths unless infirmary overflows.
35% severely injured → Infirmary
65% lightly injured → Return to city immediately
If infirmary full → Overflow troops die permanently
Key: Keep infirmary capacity available at all times!
☠
Attacking Cities - HIGHEST RISK
If your attack FAILS, 35% of your troops DIE PERMANENTLY. This is the most dangerous action in BIA.
Attack fails: 35% permanent death, 10% to infirmary, 55% return home
Attack succeeds: Much lower losses, mostly injured
City attacks are risky - many states forbid rallies during BIA, so only solo hit if you're confident
Cities can be reinforced - target may grow stronger while you march
The 35% Death Rule
When attacking a city and losing, 35% of your attacking force is gone forever. No infirmary, no resurrection. This is why smart players focus on tile attacks and Sunfire Castle - both have zero permanent deaths.
🎯 Point System
Points are awarded for each enemy troop killed OR severely wounded. Higher tier troops = more points.
Points Per Troop Killed/Wounded
T1-2
Wipe a gatherer with 50,000 T10 troops = 650,000 points (50k × 13 pts). Compare to 50k T1 troops = only 50,000 points. Target high-tier players for maximum efficiency.
Both Sides Get Points
When you attack someone, both attacker and defender receive points for troops killed/wounded. This means being attacked during BIA is not all bad - you earn points for every enemy troop you kill.
⚔️ How to Earn Points
Strategies ranked from safest to riskiest. Focus on the top methods unless you have overwhelming power.
🏰
Sunfire Castle (Best)
BIA always overlaps with Sunfire week. Castle Battle is your biggest safe point opportunity — all casualties go to infirmary, zero permanent deaths.
Carnage + occupation + casualty points stack up fast
Most players max milestones here — it's the BIA goldmine
Heal between rounds — keep infirmary from overflowing
🎯
Tile Hunting (Primary)
Attack gatherers on resource tiles. Zero permanent deaths for attackers — all casualties go to infirmary. Tiles can't be reinforced.
Use all 6 marches — more simultaneous attacks = more points/hour
Target high-tier gatherers — T10/T11 give 13-15 pts vs 1 pt for T1
Troop ratio: 40/10/50 or 50/20/30 of the three troop types (Infantry/Lancer/Marksman)
Hero Slot 1: Jeronimo, Jessie, or Jasser (+25% damage)
Heal immediately after each return
📍
Teleport Hunting
Teleport to areas with more targets. Reduces march time and opens new hunting grounds.
When: Your area is picked clean, or you're far from gatherers
Where: Near non-NAP territories (alliances you have no peace agreement with) where their members gather
Random teleports are cheap — use them to explore
Don't teleport into enemy hives — you'll get zeroed
🤝
Controlled Exchanges
Coordinate with a farm account or alliance mate for predictable point farming. Both sides earn points with controlled losses.
Send farm's troops to gather → attack with main
Attack tiles, not cities — keeps your main safe
Good for minimum milestones if you want to avoid open PvP
⚠️
Solo City Hits (High Risk)
Rallies are forbidden, so city attacks are solo only. Only hit if you significantly overpower the target.
Failed attacks = 35% permanent death — don't gamble
Scout first — check power, troop count, and if they're online
Watch for reinforcements — recall if you see lines going in
Better to skip than lose a third of your army
Finding Targets
Look for troops on resource tiles (small figures on nodes). Non-NAP alliance tags show as red on the map. Scan outward from enemy hives — that's where their gatherers concentrate.
🦸 Hero Selection for BIA
⚔️
Attacking - Slot 1 Heroes
When hitting tiles or cities, use damage-boosting heroes in Slot 1.
Jeronimo (Infantry) - +25% damage dealt
Jessie (Lancer) - +25% damage dealt F2P
Jasser (Marksman) - +25% damage dealt F2P
🛡️
Defending - Slot 1 Heroes
When defending your city or reinforcing allies, use defensive buff heroes.
Sergey (Infantry) - -20% damage taken F2P
Patrick (Lancer) - +25% troop HP F2P
Bahiti (Marksman) - +25% garrison HP
🎖️ Troop Formations (Infantry / Lancer / Marksman)
Scenario Ratio Why
Attacking (Tiles/Cities) 50/20/30 Balanced offense with survivability
Aggressive Attack 40/10/50 Max damage, quick fights
Defense / Garrison 60/20/20 Maximum survivability
Counter Marksman Attack 60/30/10 Lancers counter enemy marksmen
Infantry Always Lead
Infantry die first and protect your backline. "Always have more infantry" is veteran advice. Your Infantry HP/Defense gear investment pays off here - they soak damage while your Marksmen deal sustained damage.
🔒 Protection Strategies
🛡️
Shield (Bubble) Management
The simplest protection. Your city cannot be attacked while shielded. You can still attack others.
5 free 8-hour shields - each has a 7-day cooldown
Can garrison allies while shielded - help defense without exposure
Buy longer shields with gems if needed for full event coverage
Shield before going offline - never leave city exposed overnight
🏛️
Garrison Alliance Buildings
Send troops to your Alliance HQ or banners. These are rarely targeted during BIA.
HQ is almost never attacked during BIA
Banners offer some protection - outside normal hunting zones
Good option when shields are on cooldown
Troops remain accessible for counter-attacks
⚠️
Don't Gather During BIA
Gatherers are prime targets - easy points with no reinforcement possible. Don't be free points.
Recall all gatherers when BIA starts
Keep troops in city or garrisoned when offline
Only gather if actively watching and ready to recall
If you must gather - stay near your alliance cluster
Infirmary Capacity is CRITICAL
Keep your infirmary from filling up. Heal troops immediately after every engagement. If infirmary overflows during defense, excess troops die permanently. A full infirmary turns "safe" defense into permanent losses.
🤝 Reinforcing Allies
Reinforcing is a powerful defensive tool during BIA. You earn points when your reinforcing troops help kill attackers, and your troops go to infirmary (not permanent death) if the defense fails.
📍
How Reinforcement Works
Tap an ally's city on the map and select Reinforce. Your troops travel there and help defend against any attacks.
You earn points for enemy troops your reinforcements kill
Casualties go to infirmary — no permanent deaths (if space available)
Troops follow teleports — if the city moves, your reinforcements move with it
Use defensive heroes — Sergey, Patrick, Bahiti in Slot 1
🎯
Reinforcement Strategies
Coordinate with alliance members for maximum effect.
Stack reinforcements — multiple players reinforcing one target creates a fortress
Reinforce whales (heavy spenders) — they're likely to be attacked, giving you passive points
Hide troops in buildings — Alliance HQ and banners are rarely targeted
Reinforce during Castle Battle — safe points while helping the team
Reinforcement vs Garrison
Reinforce sends troops to help defend an ally's city. Garrison sends troops to alliance buildings (HQ, banners). Both work similarly — your troops defend, casualties go to infirmary, and you earn points for kills. Garrison is safer since buildings are rarely attacked during BIA.
🎁 Rewards
📊
Milestone Rewards (Personal Points)
Unlock rewards as you accumulate points. Thresholds scale with state age.
Milestone 1: Secured resources (Meat, Wood)
Milestone 2: More secured resources (all types)
Milestone 3: Hero EXP, speedups (Construction, Research, Training)
Milestone 4: Gems, Mythic Skill Manuals (Expedition + Exploration)
🏆
Ranking Rewards (Top 100)
Top 100 players with 4,000+ points receive bonus rewards.
Rank 1: 20,000 Gems + 10× 1hr speedups (Research + Construction)
Rank 2: 12,000 Gems + 7× 1hr speedups
Rank 3: 7,200 Gems + 6× 1hr speedups
Ranks 51-100: 400 Gems + 1× 1hr speedups
Is Ranking Worth It?
Many veterans recommend just hitting milestone rewards and then protecting your troops. The cost of healing injured troops often exceeds the ranking rewards. Unless you're going for prestige or have overwhelming power, milestone-and-chill is the smart play.
❌ Common Mistakes to Avoid
Starting or Joining a Rally
Many states forbid rallies during BIA. Solo hits only. A rally against an allied city could trigger massive retaliation against your alliance. Don't start them, don't join them.
Attacking Allied Cities in Their Territory
Even though some allied cities are technically "fair game" outside their territory, hitting them inside their hive area may break your state's NAP agreement. When in doubt, skip it and find a red-tag target (hostile alliances appear red on the map) instead.
Leaving Gatherers Out
Gatherers on resource tiles are easy points — no city walls, no reinforcements possible. Recall yours before logging off or going AFK. Every gatherer you leave out is free points for hunters.
Letting Your Infirmary Fill Up
When your infirmary hits capacity, any additional injured troops die permanently. Heal after every fight. If you're actively being attacked, keep healing as fast as you can.
Attacking a City Without Checking the Tag
That tempting target might be an allied academy. Before you march, tap the city and check the alliance tag. If you don't recognize it, ask in alliance chat first.
Chasing Rankings Instead of Milestones
The healing cost for aggressive play often exceeds ranking rewards. Unless you have overwhelming power, hit your milestone rewards and then protect your troops. Smart play beats flashy play.
24-Hour Warning
The game notifies you 24 hours before BIA starts. Use this time to: save attack/defense formations, recall all gatherers, coordinate with alliance on rules and targets, top up your shield inventory if needed.
Summary
Three alliances from different states battle for one hour in Lost Canyon, capturing buildings to earn points. Troops are duplicates of your real army, so nothing is permanently lost. The alliance with the most points at the end wins.
Fuel management is the single most important skill because running out in the final 20 minutes means you cannot contest the Frozen Citadel, which awards 50,000 bonus points and often decides the match.
Use conscription (recruiting replacement troops directly inside a building) to refill troops inside captured buildings instead of marching back to Bastion for healing, since it costs less fuel and keeps your squads on the front line.
Set up 3 squads manually around Expedition Skills because auto-select ignores expedition skill synergy and will waste your strongest heroes.
Rally widgets do not work in Canyon Clash since there are no rallies. Only defensive widgets apply when garrisoning, so pick heroes with defender widget bonuses for your garrison squads.
Voice chat is mandatory: typing is too slow to coordinate airport defense, fortress pushes, and the Citadel timing across 30 players in real time.
📋 Eligibility & Schedule
📅
Weekly Schedule
Canyon Clash runs on a fixed weekly cycle every month:
Monday – Tuesday — Voting phase
Wednesday – Thursday — Registration phase (R4+ officers register the alliance; R4/R5 are the highest alliance leadership ranks)
Friday — Matchmaking
Saturday — Battle day (1-hour battle)
🏛️
Alliance Requirements
Not every alliance can participate:
Top 20 alliances on the Power Leaderboard before the event are eligible
Legion 1 is unlocked by default
Legion 2 requires Alliance Level 6+ and 40 members logged in that week
Minimum 15 combatants + substitutes per legion to enter matchmaking
R4+ selects up to 30 combatants and 10 substitutes per legion
👤
Personal Requirements
To be eligible as a combatant:
Furnace Level 16 or higher
Must have joined the alliance before registration
Cannot be offline for 5+ days (unless already deployed)
Lost Canyon is divided into three alliance territories connected by airports and bridges. Each Chief (player) deploys 3 squads, each containing one of each troop type: Infantry, Lancer, and Marksman. Only Expedition Skills are used in battle.
🏰
Frozen Citadel (Center)
The most important building on the map. Opens in Stage 3 (final 20 minutes). Capturing it awards 50,000 bonus points at tally and generates massive points per minute.
Opens last — only available in the Citadel Onslaught phase
Game-changing — can swing the entire match for an alliance that's behind
Send your strongest — weak squads will be instantly defeated
🏛️
Fortresses (3 Total)
One fortress per alliance territory. Unlock in Stage 2 (Fortress Occupation). They generate high points and control key routes.
High point generation — controlling fortresses is critical for scoring
Chokepoints — block enemy movement through your territory
Defend yours at all costs while trying to capture an enemy fortress
✈️
Airports (18 Total, 6 per Side)
Airports connect the three territories and provide paths to the Citadel. You must control airports to invade enemy areas or reach the center.
6 airports per alliance — connecting to 2 opponents and the Citadel
Block enemy movement by stationing strong defenders at airports
Must be controlled before Stage 3 to have a path to the Citadel
🏚️
Ruins, Strongholds & Clusters
Smaller buildings scattered across the map. Not strategically critical but generate steady points over time.
15 Clusters of Ruins (5 per side)
27 Ruins (9 per side) — low points but easy to grab early
27 Strongholds (9 per side) — slightly more points
Bastion is your spawn point — generates 1,800 points/minute
Adjacent Movement Only
You can only move to buildings that are adjacent to your current building. There must be a connected path between them. Longer distances cost more fuel.
Don't Leave the Battlefield
If you leave the battlefield during the event, there is a 12-minute cooldown before you can re-enter. That's 20% of the entire battle wasted.
⏱️ Battle Phases (1 Hour Total)
Position squads, plan routes
No fighting yet. Use this time to assign teams to lanes, activate pet skills for extra deployment capacity, and coordinate with R4/R5 (alliance leaders) on the voice call. Apply city buffs before entering the battlefield.
Rush neutral buildings, push into enemy territory
Capture as many neutral buildings as possible in your territory, then push into enemy territory through the left and right lanes. Secure airports and bridges. Deploy your pushing/offensive squads on the flanks and hold strategic chokepoints with defensive squads.
⚡ Speed is everything
🛡️ Hold chokepoints
✈️ Secure airports early
Control fortresses for massive points
Fortresses unlock and become the highest-value targets on the map. Defend your own fortress at all costs while attempting to capture enemy fortresses. The middle-lane team should focus primarily on fortress defense. Meanwhile, ensure all airports near crossover bridges are under your control in preparation for Stage 3.
🏛️ Defend your fortress
⚔️ Invade enemy fortress
✈️ Control bridge airports
Fight for the Frozen Citadel — 50,000 bonus points
The Frozen Citadel opens in the center of the map. Send your strongest squads to capture it 1–2 minutes before it opens. The alliance that defeats the final NPC guard claims it. Once captured, keep reinforcing it while defending airports that lead to it. Simultaneously, maintain fortress and territory control — don't over-commit to the Citadel.
🏰 Rush Citadel with whales (big spenders)
🛡️ Defend airports to Citadel
🎯 Can turn the entire match
⚔️ Combat Mechanics
All fights happen inside buildings and are 1v1 simultaneous combat. This is not a rally — you cannot pile on.
Queue-based — squads fight in order of arrival
Winners go to back of queue, losers are eliminated to the Bastion
The squad that defeats the last defender captures the building
NPC guards start hostile to everyone; once you beat them, they fight for your team
When 5 squads are queued in a building, special options unlock:
Advance — spend fuel to attack an adjacent enemy building directly
Retreat — move to an adjacent friendly building with some troop losses
Battle Speedups — spend gems to reduce battle time (skip if you're free-to-play/F2P)
Two ways to recover troops — know when to use each:
Healing (at Bastion) — defeated squads return to Bastion and heal over time. You can use fuel for instant revival
Conscription (in buildings) — recruit new troops directly while garrisoned in a building you control. Only works when no battle is ongoing. Cheaper than healing
Always conscript when available — it refills your army without marching back to Bastion
Only Expedition Skills Work
Canyon Clash uses Expedition Skills only. Rally widgets do NOT work since there are no rallies. However, defensive widgets DO work when you are garrisoning/defending a building. City buffs and hero skills work normally.
No Real Troop Losses
Troops in Canyon Clash are duplicates of your actual troops. Nothing you do in this event affects your real army. Fight without fear.
⛽ Fuel Management (The #1 Resource)
Fuel Makes or Breaks You
Every action costs fuel: deploying, marching, conscripting, advancing, retreating, and instant reviving. Maximum fuel capacity is 300K. Run out and you're stuck.
⛽
How to Get Fuel
Two sources of fuel income:
Natural regeneration — fuel refills automatically every minute
Guardian appointment — being appointed as Guardian of a building gives bonus fuel per minute (rate varies by building type)
🛡️
Guardian System
Guardians are key to fuel income. R4+ members manage appointments:
R4+ can appoint Guardians to buildings your alliance controls
You can appoint yourself as Guardian of the building you're garrisoned in
One Guardian per building, one building per Chief
R4 should continuously rotate — remove Guardians with high fuel, appoint those with low fuel
Prioritize giving Guardian to whales first — they consume the most fuel pushing forward
Fuel Conservation Tips
Avoid long-distance marches — they burn fuel fast
Use conscription instead of healing at Bastion when possible
Don't instant-revive unless it's urgent (fortress defense, Citadel push)
Play defensive when fuel is low — hold buildings instead of pushing
Designate one R4 to manage Guardian assignments to avoid confusion
Each Chief brings 3 squads (1 Infantry + 1 Lancer + 1 Marksman per squad). Don't use auto-select — build your teams deliberately around Expedition Skills. Check each hero's specific expedition skills in the squad setup screen, as they vary widely even within the same generation.
A
Offensive Squad — For Pushing & Capturing
Your strongest heroes with attack-oriented Expedition Skills. Use this squad to capture enemy buildings, then pull it back for the next target.
Look for: "Damage up", "Attack up", "Lethality up" expedition skills
Avoid: Heroes with only defensive or chance-based skills
Examples: Natalia (Inf), Jessie (Lan), Seo-yoon (Mark) — but always use your highest-gen heroes with offensive expedition skills
This squad captures, then moves on — don't leave it defending
B
Defensive Squad — For Holding Buildings
Heroes with defensive Expedition Skills (damage taken down, enemy attack down, defense up). Deploy this squad to hold captured buildings, airports, and the Citadel.
Look for: "Defense up", "Damage taken down", "Enemy attack down" skills
Defensive widgets work here — pick heroes with defender widget bonuses
Examples: Patrick or Sergey (Inf), Bahiti (Lan), Eugene (Mark) — but always use your highest-gen heroes with defensive expedition skills
Station at airports and fortresses to block enemy movement
C
Hybrid Squad — Flexible Support
Heroes with a mix of offensive and defensive skills. Send this squad wherever help is needed — it can capture buildings and then hold them.
Look for: Heroes with both attack and defense expedition skills
Examples: Molly (Inf), Alonso (Lan), Charlie (Mark) — heroes with both offensive and defensive expedition skills
Use as reinforcements wherever the map situation demands
How to Pick Your Best Heroes
Higher-generation heroes have higher base stat multipliers in expedition battles (Gen 4 gives +370% vs Gen 3's +290%), so they generally hit harder and survive longer. But individual expedition skills vary widely across generations — a Gen 1 hero with a strong damage-boosting expedition skill can outperform a Gen 4 hero with a chance-based or support-oriented one.
What to do: Open the squad setup screen, read each hero's specific expedition skill descriptions, and sort them by role. Heroes with "Damage Dealt up", "Attack up", or "Lethality up" go on offense. Heroes with "Damage Taken down", "Defense up", or "Enemy Attack down" go on defense. When in doubt, higher-gen heroes are generally safer picks due to raw stats.
Pet Skills & City Buffs
Activate pet skills to increase deployment capacity — this works in Canyon Clash. Apply city buffs (10% general buffs for F2P, 20% for whales) before entering the battlefield. Use Ministry of Defense or Strategy if available.
🎯 Alliance Strategy
Divide your 30 combatants into left, right, and middle lane teams. Each team should be led by a strong player.
Left & right lanes — assign your two strongest pushers here. These lanes are easiest to invade enemy territory
Middle lane — your third strongest. Primary job is defending the fortress in Phase 2 and pushing the Citadel in Phase 3
Whales at airports — station strong defenders at all 6 airports to block enemy invasions
Typing is too slow. Get everyone on Discord or Line before the battle starts.
One caller watches the map and directs traffic
Use alliance banners/labels to communicate strategy in-game
Call out enemy invasions immediately so reinforcements can respond
Coordinate the Citadel push 1–2 minutes before it opens
A single whale can defeat dozens of solo players. Always move as a pack with your lane team.
F2P players — move all 3 squads on the same path for combined strength
Spenders — spread squads across different lanes to cover more ground
Let your big players engage the enemy whales first, then follow up
Weak players create distractions by invading enemy territory while whales focus on the Citadel
Don't Over-Commit to the Citadel
When the Citadel opens, it's tempting to send everyone there. But if you abandon your territory, enemies will capture your buildings and rack up points. Keep defending your fortress and airports while sending your strongest to the Citadel.
🆓 F2P & Low Spender Role
You earn personal merit by defeating enemy squads and taking buildings. Target weakly garrisoned or NPC-only buildings — avoid enemy whales head-on.
Check building garrisons before attacking — if a whale is inside, skip it
Buildings with only NPC guards are safe targets early on
The more buildings you capture and squads you defeat, the more personal merit you earn
Your biggest contribution is holding buildings that your pushers have captured, and reinforcing lanes under attack.
Hold captured buildings with your defensive squad while pushers move forward
Reinforce fortresses with your remaining squads during Phase 2
Create distractions in Phase 3 by invading enemy territory while they focus on the Citadel
Fill the queue at contested buildings to slow enemy advances
10,000 Personal Merit Minimum
You need at least 10,000 personal merit points to qualify for personal rewards. Stay active throughout the battle — capturing buildings and defeating squads all contribute to your merit score.
🎁 Rewards
🏅
Personal Merit Rewards
Based on your individual performance within the battle:
Minimum 10,000 merit required to receive any rewards
Shotchits (tokens for the Deadshot mini-game), speedups, and resources
Higher personal ranking = better rewards
Earn merit by defeating enemy squads and capturing buildings
🏆
Alliance Ranking Rewards
Based on your Legion 1's final point ranking:
1st place — best rewards for all alliance members
2nd and 3rd place — reduced but still valuable rewards
Auto-advance alliances (top-ranked alliances that qualify without needing to battle) receive Rank #1 rewards
🛒
Canyon Shop
Earn event currency to spend in the Canyon Shop:
Design Blueprints — for exclusive gear skins
Hero Shards — rotating selection
Speed-ups and resources
Shop refreshes periodically — save currency for high-value items
⚠️ Common Mistakes
Running Out of Fuel
The #1 mistake. Players waste fuel on long-distance marches and instant revives early on, then can't do anything in Phases 3–4 when it matters most. Conserve fuel and use conscription instead of healing.
Going Solo Against Whales
One strong player can defeat an entire queue of weaker players. Never engage a whale 1v1. Move as a team and let your own big players handle theirs.
Ignoring Airports
Airports are the gateways between territories. If you don't defend them, enemies will stream into your area unchecked. Station strong defenders at all 6 airports.
Abandoning Territory for the Citadel
When the Citadel opens, don't pull everyone off defense. Enemies will flood your territory and rack up easy points. Send your strongest 5–6 players to the Citadel, keep the rest defending.
Using Rally Widgets
Rally widgets (Rally Troops Lethality, etc.) do NOT work in Canyon Clash since there are no rallies. Use heroes with defensive widgets for defending, as those do work.
Not Joining Voice Chat
Canyon Clash is 90% coordination. Without real-time communication, your alliance will react too slowly to enemy pushes and miss the Citadel timing.
Summary
Bandits attack alliance members' cities in 20 waves over 40 minutes every Tuesday and Thursday. Points come from the percentage of bandits your troops kill, whether defending your own city or reinforcing an ally's.
Swap troops with 2-3 partners before the event starts to nearly double your points, because your troops earn reinforcement points at their city while their troops earn you defense points at yours.
Send only Infantry and Lancers — at a 90/10 ratio, since Marksmen attack last in turn order and almost never get kills before the wave is already dead.
Be online for waves 7, 14, and 17 because these online-only bonus waves are a huge chunk of your score and offline players miss them entirely.
Recall troops after waves 9 and 19 to garrison the Alliance HQ for the high-value HQ waves (10 and 20), which offer some of the best points in the event.
Never heal during the event because healed troops return to your city and block reinforcement slots that allies need to defend you.
📈 How Points Work
%
Kill Rate Determines Points
Points are based on the percentage of bandits killed in each wave. Kill 100% of attackers = maximum points. Kill less than 50% = defense fails and the city "burns."
City owner gets full points for each wave, regardless of who killed the bandits
Reinforcers earn 50% rate based on their proportion of kills
More kills = more points - this is an attack-focused event
If you fail 2 defenses, you're eliminated (but can still reinforce others)
The Core Mechanic
You earn points when YOUR troops kill bandits - whether defending your city or reinforcing an ally. To maximize points, send your troops to reinforce allies and let their troops defend your city. Both of you earn points from each other's cities.
🔄 The Troop Swap Strategy (Key to High Scores)
Before the event starts, send all your Infantry and Lancers to reinforce 1-3 alliance partners. Leave minimal or no troops in your own city.
Your troops kill bandits at allies' cities = you earn reinforcement points
Allies' troops kill bandits at your city = you earn defense points
Result: nearly double the points compared to just defending your own city
Find 2-3 alliance members with similar troop levels. Exchange troops before waves start. This ensures balanced defenses.
Be online together - coordinate for waves 7, 14, 17 (online-only bonus waves)
Avoid over-reinforcing - if too many allies send to one city, kills are spread thin
2-3 partners is optimal - enough coverage without diluting points
Not all waves are equal. Some target everyone, some only online players, and two target the Alliance HQ.
🎯
Standard Waves (1-6, 8-9, 11-13, 15-16, 18-19)
Attack all alliance members' cities. Being online or offline doesn't matter - bandits will attack everyone.
🟢
Online Bonus Waves (7, 14, 17)
Only attack players who are online. These waves offer bonus points. Offline players miss them entirely.
Being online for these is critical - each online wave = significant bonus points
At Level 11, waves 7, 14, 17 contribute ~229,500 points per player
Coordinate with swap partners to be online together for these waves
🏠
HQ Waves (10, 20)
Target the Alliance HQ instead of cities. Everyone should send their best troops to garrison the HQ for maximum points.
Recall troops after waves 9 and 19 to prepare for HQ defense
Send 90% Infantry, 10% Lancers to HQ (Marksmen are ineffective)
Use Sergey or Patrick in Slot 1 for defensive buffs (see Hero section)
HQ waves are high-value - coordinate alliance-wide participation
Wave Timing
Waves come at 1-3 minute intervals. The entire event lasts about 40 minutes. After wave 9, there's usually time to recall troops before wave 10 (HQ). Same pattern before wave 20.
🧚 Troop Composition (Infantry / Lancer / Marksman)
Crazy Joe uses turn-based combat. Infantry attack first, then Lancers, then Marksmen. If Infantry kill all bandits before Lancers get a turn, Marksmen contribute nothing.
✅
Recommended: 90% Infantry / 10% Lancer
Infantry get the most kills due to attacking first. Lancers can pick off remaining bandits. Marksmen rarely contribute in this event.
Send Infantry and Lancers to reinforce - keep Marksmen home if you must leave some troops
At HQ: 90/10 ratio (Infantry/Lancer) is optimal
If there are few Lancers at HQ, yours will get more kills
Why Not Marksmen?
In the turn-based combat order, Marksmen attack last. By the time their turn comes, Infantry and Lancers have usually killed all the bandits. Sending Marksmen means sending troops that won't earn you points.
🥇 Hero Selection
In Crazy Joe, your heroes' Expedition Skills determine how effective your defense is. The Slot 1 hero's first Expedition Skill applies as a shared buff to all defending troops.
★
Best Heroes for Reinforcing (Slot 1)
This is an attack-based event - you want heroes that increase damage output, not defensive stats.
Hero Class Expedition Skill 1 Accessibility
Jessie S Lancer +25% damage dealt (all troops) F2P (free-to-play)
Jasser S Marksman +25% damage dealt (all troops) F2P
Jeronimo S Infantry +25% damage dealt (all troops) Whale (requires spending)
For HQ Defense (Waves 10 & 20)
Some guides recommend Sergey (Infantry, -20% damage taken) or Patrick (Lancer, +25% HP) for HQ waves since they help the entire garrison survive. However, since points come from kills, damage-boosting heroes like Jessie are generally better. Use your judgment based on whether your alliance struggles to survive HQ waves.
Avoid "Growth" Heroes
Heroes like Gina (stamina reduction) or Zinman (construction speed) have Expedition Skills that don't help in combat. Using them in Slot 1 wastes your buff contribution.
👤
Set Defense Heroes on Your Barricade
Your Defense Heroes (set on the barricade, your city's defensive wall) help allies who reinforce you. Set your best combat heroes as Defense Heroes so their skills activate when your city is attacked.
📈 Difficulty Levels (1-21)
R4/R5 officers (the highest-ranking alliance leaders) select the difficulty level. Higher levels = stronger bandits but better rewards. You must beat a level to unlock the next.
📚
Progression Requirements
Each level requires a minimum alliance point total to unlock the next difficulty.
Level 2 unlocks at ~2,726,000 alliance points
Level 11 unlocks at ~16,000,000 alliance points
Level 21 (max) requires ~37,851,450 alliance points
Can run multiple times per event day, but only best score counts
Running Multiple Times
You can run Crazy Joe multiple times per event day, but each alliance can only have one active session. Only the highest score is kept for rewards. This lets you practice or retry for a better score.
⚠ Common Mistakes to Avoid
Don't Heal During the Event
If you heal your injured troops mid-event, they return to your city. This reduces the slots available for reinforcements, meaning fewer alliance troops can defend you. Wait until after the event to heal.
Don't Over-Reinforce One City
If 10 players send troops to one city, kills are spread across all of them - each person gets fewer points. Spread reinforcements across multiple allies (2-3 partners is ideal).
Don't Use Shields
Using a shield does NOT stop Crazy Joe from attacking. You'll still be targeted. The only ways to stop waves are: losing 2 defenses (elimination) or teleporting out of alliance territory.
Don't Forget HQ Waves
Waves 10 and 20 target the HQ, not cities. If your troops are still reinforcing allies, recall them after waves 9 and 19 to garrison the HQ for the big waves.
Don't Send Marksmen
Marksmen attack last in the turn order and rarely get kills. Send Infantry and Lancers only. Keep Marksmen home if you must leave troops behind.
🎁 Rewards
Three separate reward tracks: Personal Ranking, Alliance Ranking, and Defense Point Milestones.
💎
Personal Ranking Rewards
Based on your individual score compared to all players in your state. Target: 2 million points for maximum rewards.
Polishing Solution - used to upgrade Chief Gear stars
Hardened Alloy - used to craft Chief Gear Design Plans
Resources - Food, Wood, Coal, Iron
Higher rank = more of each reward
🏆
Alliance Ranking Rewards
Based on your alliance's total score compared to other alliances in the state.
Same reward types as Personal (Polishing Solution, Hardened Alloy, Resources)
Lower amounts than personal rewards
Rewards sent at 10:00 UTC the next day
You receive alliance rewards for the alliance you're in at reward time
🎯
Defense Point Milestones (10 Levels)
Unlocked when you and your alliance hit specific point thresholds together.
Alliance Tokens - main milestone reward
10 milestone levels to unlock
Requires both personal AND alliance score thresholds
Exchange Alliance Tokens in the Alliance Shop
Why Polishing Solution and Hardened Alloy Matter
Polishing Solution is used to star-up Chief Gear (100 solution = 1 star upgrade). Hardened Alloy is exchanged for Design Plans (1,000 alloy = 1 plan) needed to tier-up Chief Gear. Both are hard to get - Crazy Joe is one of the best sources for F2P players.
Rewards Scale with Difficulty
Higher difficulty levels = better rewards. Difficulty also unlocks based on state age - newer states cap at lower difficulties. As your alliance progresses through the 21 difficulty levels, reward quality improves significantly.
Summary
Facilities are contestable map buildings that give your alliance passive buffs (attack, defense, research speed), while Fortress Battles are a weekly Friday PvP event where alliances compete for gems, keys, and hero shards over 8-week seasons. Both use the same core combat mechanics.
Always use at least 50% Infantry in these battles because low Infantry means your Marksmen die before dealing damage. This is the #1 new player mistake in building combat.
Save two hero formations: attack (Jessie in Slot 1) for rallying, and defense (Patrick in Slot 1) for garrisoning after you capture a building. Forgetting to swap means you garrison with attack heroes who are weak on defense.
Facilities at Levels 1-3 only cause injuries, but Level 4 causes permanent troop death. Never attack a Level 4 facility without full alliance coordination and a clear plan.
Different facility levels stack (Level 2 + Level 4 Attack = +13%) but same levels do not, so prioritize holding different levels of each buff type rather than duplicating the same one.
Fortress Battles snowball: buildings you win auto-register for defense next week, so capturing more than you can defend spreads your alliance too thin and costs you points.
Facilities are permanent map buildings around Sunfire Castle that give passive buffs to your entire alliance. Control is contested at any time — there's no schedule.
Facility Type Level 1 Level 2 Level 3 Level 4
Weapon (Attack) +2% +5% +6% +8%
Defense +2% +5% +6% +8%
Training +2% +5% +6% +8%
Tech (Research) +5% +6% +8% +10%
Gathering +5% +6% +8% +10%
Expedition +5% March +8% March +15% March +20% March
Understanding the Table
Weapon = Troop Attack • Defense = Troop Defense • Training = Training Speed • Tech = Research Speed • Gathering = Gathering Speed • Expedition = Marching Speed
Remember: Same type + different levels = buffs stack. Same type + same level = only one counts.
Level Capture Time Troop Losses
Level 1 15 minutes Injured only
Level 2 20 minutes Injured only
Level 3 25 minutes Injured only
Level 4 30 minutes Permanent death
⚠️ Level 4 = Permanent Troop Death
Levels 1-3 only cause injuries (infirmary). Level 4 battles result in permanent troop losses. Never attack a Level 4 facility without alliance coordination and a clear plan.
Buff Stacking Rule
Different levels stack: Level 2 Attack (+5%) + Level 4 Attack (+8%) = +13% combined
Same levels don't stack: Two Level 2 Attack facilities = only +5% (one buff wasted)
Maximum of 12 facilities can benefit your alliance. Prioritize holding different levels of each type.
🎯 How to Capture a Facility
Your alliance must have connected territory touching the facility. Use your Alliance HQ or Banners to extend territory to the target.
R4/R5 (alliance officers and leader) places banners to create a path to the facility
Territory must be continuous — no gaps
Plan banner placement before attacking
Launch a rally to clear defenders (if any), then garrison troops inside. Your strongest player should lead the garrison.
Use attack heroes for the initial rally (Jessie)
Once inside, swap to defense heroes (Patrick)
Others join garrison with troops (even without heroes)
You must continuously occupy the facility for 30 minutes. If enemies push you out, the timer resets completely.
Keep reinforcing with troops as they return
Coordinate defense — don't let gaps form
If you're pushed out, you start over at 0:00
After capture, you control the facility for 3 days. Then a 24-hour defense window opens where enemies can challenge you.
During 3-day control: facility cannot be attacked
24-hour window: enemies only need 30 min to take it
Buffs become inactive during the vulnerable window
When your facility enters the 24-hour vulnerability window, you lose the buff for the entire 24 hours — even if no one attacks. But there's a workaround:
Have a friendly alliance (or farm alliance) attack and take the facility from you during the vulnerable window. Then immediately take it back from them. Since switching control resets the occupation timer, you only lose the buff for ~30 minutes instead of 24 hours.
How it works: When Alliance B takes a facility from Alliance A, Alliance A only needs 30 minutes (not 24 hours) to recapture it. Coordinate with a trusted alliance to execute this swap.
🏰 Fortress Battles
A weekly PvP event (every Friday) where alliances compete for 16 strategic buildings. Runs in 8-week seasons with escalating commitments and massive rewards.
Building Type Fortress Stronghold
Quantity on Map 12 4
Season Points 1 point each 2 points each
Max per Alliance 8 fortresses 4 strongholds
Availability Week 1+ Week 4+ (first season)
NPC Difficulty Standard Harder
Rewards Good Better (includes hero shards)
📅 The Weekly Battle Flow
R4/R5 leaders register for 1 Fortress + 1 Stronghold to attack this week. They also select 3 preferred time slots.
Buildings you won last week are auto-registered for defense
Final battle time determined by state-wide voting
Check with R4/R5 for the scheduled time before Friday
First, defeat the NPC Phaethon Mercenaries. Then alliances fight each other for control.
Win condition: Hold continuously for 30 minutes, OR
Contested win: Be occupying when 2-hour timer expires
Same combat rules as facilities (50%+ infantry, hero swaps)
Buildings you win are automatically registered for defense next week. By Week 8, a successful alliance defends up to 8 fortresses + 4 strongholds.
Winning early = defending more later
Don't overextend — can you defend what you win?
Consider diplomacy with other alliances for time slot conflicts
Season Points & Rewards
1 point per Fortress controlled • 2 points per Stronghold controlled
Points accumulate over the 8-week season. Higher totals unlock better end-of-season rewards including avatar frames (up to 60 days), gems (up to 1,000), gold keys (up to 10), and speedups.
After Week 8: All buildings reset to NPC control. New season begins.
🏆 Fortress Battle Rewards
🏅
Victory Rewards (First Capture)
Awarded when your alliance defeats the NPC Phaethon Mercenaries for the first time.
Participation: 100 Gems ×4, 1h Training/Healing Speedups ×10, 5K Hero XP ×5
Alliance-wide: 100 Gems ×2, various 5m speedups, resources
Allocatable: Platinum Keys ×2, 5m General Speedup ×10, resources
🔒
Control Rewards (Holding at End)
Awarded for successfully securing a building at the end of the battle.
Gold Key ×1
Platinum Key ×2
5K Hero XP ×2
⭐
Fortress/Stronghold Specific Rewards
Special items that rotate each phase, distributed by R4/R5 leadership.
Fire Crystals
Hero Shards from 2 hero generations prior (e.g., when Gen 4 starts, Gen 2 shards appear)
Allocated fairly by leadership
R4/R5 should distribute allocatable rewards fairly among active participants. There's a cap on how much one person can receive, preventing hoarding. Unfair distribution destroys alliance morale.
⚔️ Combat Basics
Whether you're taking a facility or fighting for a fortress, these rules apply. Master them once, use them everywhere.
The 50% Infantry Rule
Unlike Bear Hunt, building battles are real PvP combat. Infantry are your meat shield — without enough, your Marksmen die before dealing damage.
Minimum 50% Infantry in every march for these battles
The safest ratio for Gen 1-2 is 60/20/20 (Infantry/Lancer/Marksman)
Never use the "Auto" button — it's not optimized for PvP
Low infantry = your Marksmen get "mowed down" before dealing damage
Situation Infantry Lancer Marksman
Safe Default (Gen 1-2 heroes) 60% 20% 20%
Balanced Attack 50% 20% 30%
Heavy Defense 60% 30% 10%
Full Tank (60/40) 60% 40% 0%
⚠️ Never Go Below 50% Infantry
Ratios like 20/20/60 might seem good for damage, but in PvP your Marksmen will be destroyed before they can attack. This is the #1 mistake new players make in building battles.
🦸 Hero Selection (Attack vs Defense)
Building battles require two saved formations: one for attacking (when you rally to take a building) and one for defending (when you're garrisoned inside).
⚔️
Attack Formation
Use heroes with Lethality or Damage buffs. When joining a rally, only your Slot 1 hero matters (same as Bear Hunt).
Jessie — Best free-to-play (F2P) option, +25% damage buff F2P
Jasser — Same +25% damage buff F2P
Jeronimo — +25% damage (whale alternative) Whale
Seo-yoon — +25% attack buff (Gen 2 hero)
🛡️
Defense Formation (Garrison)
Use heroes with HP or Defense buffs. Patrick's HP buff is more efficient than damage reduction.
Patrick — Best garrison hero, HP buff (mandatory for most alliances) F2P
Sergey — Damage reduction (acceptable but Patrick preferred) F2P
Molly — Good all-rounder for leading
Walis Bokan — Solid defense option
The Hero Swap
When you rally to attack a building, use your attack heroes (Jessie). Once you occupy and garrison, swap to your defense heroes (Patrick). Strong players lead the garrison; F2P players join with Patrick and wait for leaders to take over.
💡 Rally Leader vs Joiner
Rally Leader: Use your 3 best heroes (one per troop type). All 9 Expedition skills contribute.
Rally Joiner: Only your Slot 1 hero's first Expedition skill matters. Put Jessie (attack) or Patrick (defense) in Slot 1.
🧠 Strategy Tips
💡 Teleport Before the Battle
Move your city near your target building before the event starts. Shorter march distance = faster reinforcements and more rallies joined.
💡 Successive Rallies
To take a well-defended building, launch multiple rallies in quick succession. Don't give enemies time to reinforce between hits. Coordinate with your alliance on timing.
💡 The "Sniping" Strategy
If you can't hold for 30 minutes, wait until the final minutes of the battle window and seize the building then. Whoever holds it when time expires wins.
💡 Sync Vulnerability Windows (Facilities)
If a stronger alliance holds multiple facilities, coordinate to attack them when their 24-hour windows overlap. Stretch their defenders thin by hitting multiple targets at once.
💡 Keep Reinforcing
Once inside a building, constantly send marches to replenish troops. Even troops without heroes help maintain garrison strength. Don't let numbers dip.
❌ Common Mistakes
Using low infantry ratios — your Marksmen die before dealing damage
Forgetting to swap heroes — attack heroes are weak in garrison
Fighting Level 4 facilities carelessly — permanent troop death
Overextending in Fortress Battles — winning buildings means defending them next week
Hoarding rewards — destroys alliance morale
Summary
A monthly 3-day solo event where you play a dodge-and-catch mini-game to earn Fishing Points for leaderboard ranking and complete collections for permanent skins with combat buffs. Your hook descends through fish (dodge their heads), then rises back up (steer into fish heads to catch them).
Use the Retreat trick freely: pause and retreat if a run goes badly, because it costs nothing and rare fish stay in the same positions, so you can retry until you nail a clean descent.
Always do Frosty Prospector casts before regular Ice Fishing, since it auto-maxes your kit to Level 10 and the tokens earned will level up your regular kit faster for the rest of the event.
Upgrade Hook first (more catches per run), then Line (deeper water = rarer fish), then Sinker last. Hook has the most direct impact on scoring because doubling your haul roughly doubles your points.
Hit 2,000 Fishing Points each day for free daily rewards. Do not hoard all bait for a single day, or you forfeit two days of milestone rewards that include speedups and hero EXP.
Save Horns of Poseidon until you are down to 15-20 missing fish guide entries, because early use wastes them on fish you would catch naturally through regular play.
When you cast, your hook descends into the ocean. Your goal is to avoid hitting fish heads on the way down. Deeper = rarer fish.
You start with 2 "protection" hits — after touching 2 fish heads, your hook stops descending and starts rising
Tails don't count — you can safely pass through a fish's body and tail without triggering a hit
Hug the edges — fewer fish spawn near the sides of the screen, making it easier to descend deeper
Below 300m it gets dark — use a Lantern to see, or stick above 300m for consistent point farming
Once your hook starts rising, steer it into fish heads to catch them. You can catch up to your Hook's haul limit (max 20 at Level 10).
Target the head/nose of the fish — that's the catch zone, not the tail
Prioritize glowing fish — green glow = 3-star (40 pts), white/gray glow = 4-star (70 pts), golden glow = 5-star (150 pts)
Skip 1-star fish (10 pts) when possible — focus on 2-star (20 pts) and above for efficient scoring
You also catch divers, chests, and memorabilia — all count toward collections
If your run goes badly, you can restart it for free — no bait or items consumed.
Hit Pause → Retreat → Go Fish to restart your current cast
Costs nothing — your bait, Treasure Charts, and special items are preserved
Rare fish stay in the same positions — 3-star and above don't change when you retreat. Only common fish may shuffle slightly
Use this liberally — if you hit obstacles early or miss key targets, retreat and try again
🧊 Two Fishing Modes
🐟
Ice Fishing — Free, Daily Bait
The standard fishing mode. You start with 5 bait and gain 1 bait every 3 hours, up to a max of 10.
Your kit level matters here — Line, Hook, and Sinker determine depth, haul, and starting position
Fewer rare fish compared to Frosty Prospector
Power Cast available at max kit — simulate multiple casts at once (2x, 3x, 5x) for faster runs
This is your bread and butter — use these casts to farm daily mission rewards (2,000 pts/day target)
⭐
Frosty Prospector — Premium, Max Gear
Requires a Treasure Chart per cast. Your kit is automatically maxed to Level 10 regardless of your actual upgrades. Much higher rare fish density.
Max depth 550m, max haul 20, start at 165m — all automatically
Higher chance of rare fish and sunken chests — this is where you complete collections
Source: Treasure Charts come from the Fishing Pro Set packs ($1-$10) or Ice Fishing Club milestones
F2P players get 1-2 free Treasure Charts per event — from the free Ice Fishing Club track and event mail
The Golden Rule: Frosty Prospector First
Always use your Frosty Prospector casts before regular Ice Fishing at the start of each event. Since Frosty Prospector auto-maxes your kit, the Fishing Tokens you earn will level up your regular kit faster — making your free Ice Fishing casts more productive for the rest of the event.
🔧 Fishing Kit — Upgrade Priority
Upgrade your kit with Fishing Tokens earned from catching fish. Each piece maxes at Level 10.
Determines how many fish you can catch per cast. More catches = more points per run.
Direct impact on scoring — doubling your haul roughly doubles your points
Most valuable upgrade dollar-for-dollar
Determines how deep your hook can go. Deeper water has rarer, higher-value fish.
Rare fish (3-5 star) concentrate below 300m
5-star fish are typically found at 350-550m depth
Sets how deep your hook starts before you take control. Higher sinker = skip the easy shallow section automatically.
Least impactful upgrade — hugging the edges makes the shallow section easy to navigate anyway
Nice quality of life — saves a few seconds per cast
Upgrade Costs (Fishing Tokens)
Each kit piece costs progressively more Fishing Tokens per level. Early levels are 100 tokens each, scaling up to 300-400 tokens for the final levels. Buying the $1-$10 Fishing Pro Set packs gives enough tokens to max all 3 items immediately — otherwise it takes several events of Ice Fishing to max out as F2P.
🧰 Special Items
Consumable items that boost your fishing runs. Obtainable from Fishing Pro Set packs, Ice Fishing Club milestones, or for 300 Gems each (Lantern, Scanner, Stabilizer only).
🐚
Horn of Poseidon — Guaranteed Rare Fish
Summon a specific fish species that is guaranteed to appear in your next cast. You choose which fish from your collection guide.
Best saved for later — don't use early when the game will naturally give you many new catches
Use when you're down to ~15-20 missing entries in your guide for maximum value
Season-locked fish are priority targets — check which season each missing fish appears in
Works for divers, chests, and memorabilia too — once you've caught all fish, you can summon other collection types
Source: Fishing Pro Set packs only (not purchasable with Gems)
🛡️
Reel Stabilizer — +2 Protection
Increases your protection from 2 to 4 hits before the hook stops descending. Huge for reaching deep water.
Most impactful item for going deep — doubles your margin for error
Purchasable for 300 Gems if you run out
🔦
Lantern — Deep Water Visibility
Illuminates the ocean below 300m where it normally goes dark. Essential for deep fishing.
Required for going past 300m — without it, you're dodging blind
Purchasable for 300 Gems if you run out
📡
Ocean Scanner — Rare Fish Detector
When your hook is rising, shows the direction and distance to nearby rare fish species.
Helpful for collection hunting — tells you which direction to steer toward rare catches
Purchasable for 300 Gems if you run out
🎫
Icefish Voucher — 1.5x Points Multiplier
After completing a cast, apply a voucher to multiply your Fishing Points and Tokens by 1.5x for that round.
Use on your highest-scoring runs — not on mediocre ones
Stack with Frosty Prospector for maximum value (rare fish + multiplier)
Source: Fishing Pro Set packs and Ice Fishing Club milestones
Save Items for Frosty Prospector
Your special items (Stabilizer, Lantern, Scanner) are most valuable during Frosty Prospector runs where rare fish density is highest. Don't waste them on regular Ice Fishing unless you're specifically hunting collection entries at depth.
⭐ Points and Scoring
⭐
Fish Rarity → Points
Every catch earns Fishing Tokens (for upgrades) and Fishing Points (for leaderboard and rewards). First-time catches also give Gems.
1-Star — 10 Tokens, 10 Points, 10 Gems (first catch)
2-Star — 20 Tokens, 20 Points, 20 Gems (first catch)
3-Star (green glow) — 40 Tokens, 40 Points, 40 Gems (first catch)
4-Star (white/gray glow) — 70 Tokens, 70 Points, 70 Gems (first catch)
5-Star (golden glow) — 150 Tokens, 150 Points, 150 Gems (first catch)
Know Your Fish by Sight
Memorize a few high-value 2-star fish so you can prioritize them on the way up. Common 2-star catches include: Color Fin Fish, Sea Shin, Freshwater Lobster, Northern Pike, Trumpet Fish, and Lion Fish. These give 20 points each versus only 10 for 1-star fish — a meaningful difference over many casts.
📚 Collections — Permanent Skin Rewards
The long-term goal of the Fishing Tournament. Complete these collections across multiple events for permanent skins with combat buffs. Progress is saved between events.
🐠
Fish Guide — 150 Unique Fish
Catch 150 unique fish species across all 4 seasons to unlock the Treasure Stronghold city skin.
Reward: Treasure Stronghold — Permanent City Skin
Buff: Troops Attack +2%
Takes 4+ events minimum — each season has exclusive fish you can only catch during that season
Horn of Poseidon is key for the last 20-30 missing entries
🤿
Diver Guide — 10 Unique Divers
Rescue 10 unique drowning divers during fishing runs.
Reward: Ice Journey — Permanent March Skin
Buff: Solo Hunting March Speed +5%
📦
Chest Guide — 10 Unique Chests
Find 10 unique sunken chests. Chests appear more frequently in Frosty Prospector mode.
Reward: Master of the Seas — Permanent Nameplate
Buff: None (cosmetic only)
🏺
Memorabilia Guide — 60 Unique Items
Collect 60 unique items (seaweed/algae, artifacts, etc.) during fishing runs.
Reward: Master of the Seas — Permanent Avatar Frame
Buff: Troops Defense +2%
Seasons Matter for Collections
Fish are locked to specific seasons. You must play through all 4 seasons (4 months minimum) to even have a chance at completing the Fish Guide. Check which season each missing fish appears in by tapping the grayed-out entries in your guide — it shows the season and depth range.
🎁 Reward Systems
📋
Daily Missions — 2,000 Points Target
Each day of the event has point milestones at 100, 500, 1,000, 1,500, and 2,000 Fishing Points. The rewards are solid and easy to claim.
2,000 pts/day unlocks all tiers — Hero EXP, Enhancement XP, Speedups, Secured Resources, Lucky Hero Chest
Achievable F2P — 1-2 Frosty Prospector runs + regular bait gets you there
Don't skip these — free rewards add up significantly over 3 days
🏆
Leaderboard — Top 500 Get Rewards
Your total Fishing Points for the event are ranked against all players in your state. Top 50 get 30-day skins with combat buffs.
Rank 1-6: Dream of Atlantis City Skin (+2% Troops Attack) + Song of Ocean Avatar Frame (+2% Troops Defense) + Whale Waves March Skin (+5% Hunting March Speed)
Rank 7-15: Dream of Atlantis City Skin + Song of Ocean Avatar Frame
Rank 16-50: Song of Ocean Avatar Frame
These are 30-day skins — temporary, but the buffs are meaningful
🎰
Sunken Treasure Hunt — Token Overflow
Once all kit items reach Level 10, excess Fishing Tokens can be spent on a lucky wheel (1,500 tokens per spin).
Unlocks at Kit Level 9 — page appears, but requires all max level to spin
Possible rewards: Mythic Hero Shards, Essence Stones, Speedups, Hero EXP, Skill Manuals
Source: Fishing Tokens only
🎣
Ice Fishing Club — Point Milestones
Every 500 Fishing Points you earn progresses you through reward tiers. Free track has useful items including Treasure Charts and Shards.
Free tier: Treasure Charts, hero shards, speedups
Pro tier ($5): +10% bonus to all Fishing Points and Tokens earned
Master tier ($10): +20% bonus to all Fishing Points and Tokens earned (stacks with Pro for +30%)
Buying tiers gives bonus points/tokens retroactively — but buy BEFORE you start fishing for maximum benefit
🏗️
Daybreak Island Decoration
Reaching 50,000 Fishing Points in a single event earns 5 decoration tokens for a Daybreak Island building (the aquarium decoration is exclusive to this event). This is a long-term progression goal.
58 tokens needed to fully max — that's ~12 events (1 year) of hitting 50k each time
Max decoration gives Troops Defense buff
Cannot use general decorations to substitute — only earned through Fishing Tournament points
50k is achievable for mid-to-heavy spenders — F2P typically caps around 10-13k per event
💡 Strategy by Player Type
🆓
F2P — Focus on Collections & Daily Missions
Free-to-play (F2P) players should focus on completing the permanent collection skins over time and hitting the 2,000 daily point target. Expect ~10-13k total points per event.
Day 1: Use your free Frosty Prospector(s) first to boost kit levels, then do regular Ice Fishing
Daily: Fish enough to reach 2,000 points for mission rewards, save remaining bait
Don't chase leaderboard — without paid items, you can't compete with spenders for top 50
Save Horns of Poseidon until you're down to ~15-20 missing guide entries
Use all 3 special items together on your Frosty Prospector runs for maximum value
💰
Low Spender ($1-$10/event) — Max Kit Fast
Buying the starter packs ($1-$10 Fishing Pro Set) maxes your kit immediately and gives Treasure Charts plus special items. Solid value.
$1-$10 packs max your kit — start doing productive Ice Fishing from cast #1
Buy packs BEFORE fishing — the Pro/Master point bonuses apply to all fishing done after purchase
Expect ~20-35k points per event depending on how actively you fish
Can compete for city skin (top 15) if you also accumulate Treasure Charts over multiple events
🐋
Whale — Leaderboard Push & Decoration
Whales (heavy spenders) aiming for top 6 or the 50k decoration target need to accumulate Treasure Charts and push hard on the final day.
Buy all packs + Pro + Master tiers for maximum point bonuses (+30%)
Use Icefish Vouchers on every Frosty Prospector run for 1.5x multiplier
Push on Day 3 — wait to see what others are scoring before committing your stockpile
~$55/event to consistently hit 50k for the decoration progression
Power Cast (5x) saves time when you've already completed your collections
If your goal is the 30-day skins, you need to stockpile Treasure Charts across multiple events and blow them all in one big push.
📦
The Accumulation Method
Instead of using Treasure Charts every event, save them for months and then spend everything in a single push event.
City skin (top 15): Accumulate ~30-40 Treasure Charts (roughly 6-8 months F2P)
All 3 skins (top 6): Accumulate ~45-60 Treasure Charts (roughly 10-12 months F2P)
Also save Icefish Vouchers and Horns — everything gets used during your push event
Buying the $1 + $3 packs monthly halves the accumulation time to ~6 months for all skins
Push on the Last Day
Wait until Day 3 to spend your Treasure Charts. Check the leaderboard first — if competitors are already at 120k+ points, consider saving for next month. Pushing early on Day 1 just encourages whales to outspend you. Check your state's typical top-50 range before committing.
Typical Score Ranges (Gen 3-5 States — server groups roughly 1-3 years old)
F2P casual: ~10k points. F2P push: 30-50k. Low spender: 20-35k. Whale push: 60-120k+. These vary significantly by state — older states tend to have less competition as veterans care less about fishing skins.
💎 Pro Tips
The mini-game is much easier with a mouse or on a larger screen. Many top fishers play on emulator or tablet for better precision when dodging.
For regular Ice Fishing, the 0-300m zone has good visibility and manageable fish density. Go to ~250-300m, intentionally hit your protection limit, then catch 2-star fish on the way up. Consistent 400+ points per run.
Some players find it easier to navigate the descent by holding their phone upside down — your finger moves "up" while the hook goes "down." Sounds weird, works for some people.
When using a Horn of Poseidon, stack it with a Frosty Prospector cast and an Icefish Voucher. The summoned 5-star fish (150 pts) × 1.5x voucher = 225 points from a single catch, plus everything else you grab.
In the Guide section, tap any grayed-out fish to see which season it appears in and at what depth. Use this to plan your Horn of Poseidon targets — prioritize fish that only appear in 1-2 seasons.
⚠️ Common Mistakes
Using Horns of Poseidon Too Early
The game will naturally give you most common and uncommon fish through regular play. Save your Horns until you're only missing the hardest-to-find entries. Using them early wastes them on fish you'd catch anyway.
Not Buying Packs Before Fishing
If you're planning to buy the Ice Fishing Club Pro or Master tier, do it before your first cast. The point bonuses apply to all fishing done after purchase. Buying after you've already fished means you missed the bonus on those runs.
Trying to Go Deep Without Items
Going below 300m without a Lantern means fishing blind. You'll hit obstacles you can't see and catch mostly 1-star fish because you can't tell what's rare. Either use a Lantern or stay above 300m for consistent scoring.
Ignoring the Daily 2,000 Point Missions
The daily missions give free Hero EXP, Enhancement XP, Speedups, and Resources just for hitting 2,000 Fishing Points per day. Don't hoard all your bait for a single day — spread it across the 3-day event to claim all daily rewards.
Catching 1-Star Fish on the Way Up
With a limited haul capacity, every 1-star fish (10 pts) you catch takes a slot from a potential 2-star (20 pts) or higher. Try to dodge 1-star fish on the way up and aim for the ones you recognize as higher value.
Summary
Two alliances of 30+10 (30 main fighters plus 10 substitutes) fight for 60 minutes to capture and hold buildings that generate Arsenal Points. Troops only get injured, never killed, so the event rewards aggressive play and constant repositioning.
Rush Transit Station and Boiler Room in Phase 1 because the teleport cooldown reduction and faster capture speed compound for the entire match, giving your alliance a mobility advantage that widens every minute.
When you capture an enemy building, their stored Temporary Points scatter as lootable supplies on the ground. Send a 1-troop march to collect them immediately, since either side can grab them and those stolen points often decide close matches.
Only the first 4 rally joiners' hero buffs apply to the rally, so coordinate who joins first and put Jessie (attack hero) or Sergey (defense hero) in Slot 1 of your hero lineup to guarantee the strongest buff fills a slot.
Gathering supplies takes the same time whether you send 1 troop or 100,000, so use spare marches for passive point collection while your main army fights elsewhere.
Bring 10+ Advanced Teleports because mobility is everything: you need them to reinforce, attack, and escape. If your army gets wrecked, leave the battlefield for 12 minutes to return at full health.
40 members per alliance: 30 primary combatants + 10 substitutes
Substitutes enter after 3 minutes once the battle starts
12-minute cooldown if you leave the battlefield (troops fully heal when you return)
No troop deaths - unlimited Infirmary capacity, only injuries
Matchmaking - based on top 25 registered Chiefs' Troop Power
Alliance lock - can't switch alliances once registration ends
No gathering/scouting/attacking outside the battlefield during event
Different buildings unlock in each phase. Knowing what opens when is crucial for coordination.
Minutes 0-15
Rush to establish map control. Get mobility and capture-speed advantages early.
⚙ Boiler Room
🔧 Repair Facilities
🚃 Transit Station
📈 Prototype Sites
Minutes 15-30
High-value targets unlock. This is the most combat-intensive phase.
🏭 Imperial Foundry
💣 Munitions Warehouse
⚔️ Mercenary Camp
Minutes 30-60
Weapon Workshops spawn in two waves. Great for free-to-play (F2P) point gathering while heavies defend key buildings.
🛠 Weapon Workshops (two waves)
📦 Hidden Arsenal Supplies
🏗 Buildings & Their Effects
Understanding what each building does helps prioritize targets.
🏭 Imperial Foundry
Highest Arsenal Points
Center of map. Hardest to capture but generates the most points. Win condition.
📈 Prototype Sites (x2)
Second-highest points
Near the Foundry. High point generation - secure these early and hold.
🚃 Transit Station
-50% teleport cooldown
Critical for mobility. Lets your alliance react faster to enemy movements.
⚙ Boiler Room
-50% capture time
Capture buildings twice as fast. Essential for Phase 1 rushes.
💣 Munitions Warehouse
+15% damage, -15% damage taken
Combat buff for your alliance. Located in corners - worth holding.
⚔️ Mercenary Camp
Auto-attacks enemy buildings
Sends mercenary strike teams to weaken enemy defenses automatically.
🔧 Repair Facilities (x4)
Arsenal Points
One in each corner. Lower priority but still generate points.
🛠 Weapon Workshops
Phase 3 point farming
Spawn in two waves during the final phase. Good for F2P players to gather points.
📉 How Points Work
★
Arsenal Points (Alliance Victory)
The alliance with the most Arsenal Points at the end wins.
First Control: Large point bonus for being first to fully capture a building
Occupation Points: Continuous points while you hold a building (requires ~2 min to capture)
Point Bubble: 50% of generated points go to your total, 50% stored as "Temporary Points" (shown in bubble above building)
Scattered Supplies: If you lose a building, your Temporary Points are lost and scatter around the building as Arsenal Supplies - lootable by either side
The Scatter Mechanic (Critical!)
When a building flips to the enemy, the defending alliance's Temporary Points vanish and become Arsenal Supplies scattered on the ground nearby. Either team can loot them. This means: (1) Losing a high-value building with a full point bubble is devastating - you lose points AND the enemy can steal them. (2) When YOU capture an enemy building, immediately send a spare march to scoop up the scattered supplies before they do.
☆
Personal Points (Individual Rewards)
Your individual score determines personal milestone rewards.
Action Points
Defeat 10,000 troops (Offense) 80 points
Defeat 10,000 troops (Defense) 40 points
First Control bonus Varies by building
Gathering/Looting supplies Varies
👑 Hero Selection for Foundry
Foundry uses the same rally mechanics as other events. Only your Slot 1 hero's Expedition Skill 1 matters when joining rallies.
⚔️
Leading a Rally (Attack or Defense)
As rally leader, all 9 of your Expedition skills are active.
Use 3 heroes - one for each troop type: Infantry (tanks), Lancer (flanking), and Marksman (ranged)
Your strongest heroes - use your best from each troop type
All 9 Expedition skills (3 heroes x 3 skills) apply to the rally
Your gear, charms, pets all matter when you're leading
Ideal Rally Leaders by Player Type
Whales (heavy spenders): Jeronimo + Molly + Zinman
Mid-Spenders: Jessie + Molly/Gina + Zinman
F2P: Your highest-level heroes from each troop type
👤
Joining an Attack Rally
When joining, only Slot 1 hero's first Expedition skill contributes. Choose based on what heroes you have:
Player Type Slot 1 Hero Effect
Whale Jeronimo +25% damage dealt (all troops)
Mid-Spender Jessie +25% damage dealt (all troops)
F2P / Early Game Natalia +20% Lancer ATK
F2P Alternative Eugene +20% Marksman ATK
Hero Tip
Jeronimo is a whale hero. Most players should use Jessie who has the identical +25% damage buff and is much more accessible. F2P players can use Natalia or Eugene for unit-specific ATK boosts.
🛡
Joining a Defense Rally / Garrison
For defensive situations, prioritize survivability buffs.
Priority Slot 1 Hero Effect
1st Choice Sergey -20% damage taken (all troops)
2nd Choice Patrick / Bahiti +25% troop HP
Offensive Defense Jeronimo Kill them faster = less damage taken
First 4 Joiners Rule
Only the first 4 joiners' buffs apply to a rally. Later joiners can only overwrite lower-level skills. If all 4 slots have Level 5 skills, you're locked out. Coordinate with alliance on who joins first.
🧚 Troop Compositions
Situation Infantry Lancer Marksman
Attacking Buildings 50% 20% 30%
Defending Buildings 60% 20% 20%
Aggressive Push 40% 10% 50%
Why Infantry Heavy?
Infantry die first and protect your DPS (damage-dealing troops). In Foundry's chaotic multi-rally environment, you'll be taking hits constantly. More Infantry = longer survival = more damage output over time.
📋 March Management
Managing your marches efficiently is crucial. Know when to send full armies vs. minimal troops.
Send your full march capacity for any combat situation.
Joining rallies - always send max troops
Leading rallies - full army with your 3 best heroes
Garrisoning buildings - send as many as you can spare
Solo attacks - only if you're a whale (heavy spender); otherwise rally
For gathering scattered supplies and Weapon Workshops, troop count doesn't affect speed.
You only need 1 troop to gather Arsenal Supplies
Same gathering speed whether you send 1 or 100,000 troops
Save your main army for combat while gathering
Use spare marches for passive point collection
Gathering While Fighting
You can have troops gathering supplies while your main army fights. Use all your available march slots - don't let any sit idle.
Activity Troop Count Why
Join Rally Maximum More troops = more damage output
Lead Rally Maximum Your full power determines rally strength
Garrison Building As many as possible Stronger defense = harder to capture
Gather Supplies Just 1 troop Speed is same, save troops for combat
Weapon Workshop Just 1 troop Gather points passively with spare march
💚 Healing & Recovery
If your army is heavily injured, leave the battlefield. After 12 minutes, you return with fully healed troops.
Access via the score/stats screen
All troops heal to 100% during the cooldown
Better than staying in wounded and contributing nothing
Time your exit strategically (not right before a critical push)
If you have healing speedups, use them to stay in the fight without the 12-minute penalty.
Batch healing is NOT available in Foundry
Heal injured troops between engagements
Prioritize staying active if you have speedups to spare
🎯 Strategy by Player Type
💎
Whales / Heavy Hitters
Your job is to lead rallies and break enemy defenses.
Lead rallies on Imperial Foundry and Mercenary Camp
Use short rally timers (1-3 min) to catch enemies off guard
Teleport aggressively to clear enemy defenses
Call targets in alliance chat for coordinated attacks
💰
Mid-Spenders / Coordinated Squads
Form the backbone of rallies and defensive rotations.
Join rallies quickly - first 4 joiners matter most
Rotate between buildings using Transit Station buffs
Reinforce weak points when called
Garrison key buildings with 4-5 players minimum
👷
F2P / Lighter Accounts
Avoid high-traffic areas. Focus on gathering and reinforcing.
Farm Weapon Workshops in Phase 3 for points
Collect scattered Arsenal Supplies when buildings flip
Reinforce stronger teammates rather than solo attacking
Target less contested buildings like corner Repair Facilities
Rush Transit Station and Boiler Room immediately. These buffs compound throughout the match.
Leave 4-5 players garrisoned at every captured building. Empty buildings get sniped instantly.
Solo attacks are inefficient. Rallies with 5+ participants are far more effective at breaking garrisons.
R4s (alliance officers) should mark objectives on the map before and during the match. Clear communication prevents confusion.
Mobility is everything. Teleport to reinforce, to attack, to escape. Run out of teleports = stuck walking.
In the final minutes, mass teleport to Imperial Foundry if behind. Points from holding the center can flip the match.
When you capture an enemy building, Arsenal Supplies scatter on the ground nearby. Send a spare march (just 1 troop) to loot them before the enemy does. Free points!
⚠ Common Mistakes to Avoid
Solo Attacking High-Value Buildings
You'll get wiped by the garrison and waste troops. Always rally contested buildings.
Leaving Buildings Ungarrisoned
An empty building is a free capture for the enemy. Always leave defenders.
Using Wrong Hero in Slot 1
Sending a non-buff hero in Slot 1 wastes a rally slot. Jessie (or Jeronimo if you have him) for attack, Sergey for defense.
Ignoring the 12-Minute Reset
Fighting at 10% health is pointless. Leave, heal, return at full strength.
Not Watching Substitutes
Substitutes can enter after 3 minutes. Make sure backups are ready and alert.
Teleporting While Garrisoned
CRITICAL: When you teleport, your troops are automatically pulled out of any building you're garrisoning. Think twice before teleporting to chase a target - you might be abandoning a key building and leaving it vulnerable.
Losing Buildings with Big Point Bubbles
Watch the point bubble above your buildings. If it's full and you lose the building, those Temporary Points vanish and scatter as Arsenal Supplies the enemy can loot. Prioritize defending high-value buildings (Imperial Foundry, Prototype Sites) when their bubbles are full.
Ignoring Scattered Supplies After a Capture
When your alliance captures an enemy building, supplies scatter on the ground nearby. If you don't loot them quickly, the enemy can steal back those points. Always have a spare march ready to scoop them up.
🎁 Rewards
Victory grants Arsenal Tokens for the Foundry Shop. Shop refreshes every 14 days.
Hero Fragments - Generation-specific (Gen 1: Zinman x2, Molly x1)
Design Plans - blueprints for crafting hero gear
Charm Designs - materials for upgrading your Chief Charm
Personal Milestones - speedups, gems, resources
Alliance Ranking Rewards - additional bonuses for top alliances
Summary
Around 50 players compete on a shared map for 30 minutes, occupying veins and killing patrols to earn Orichalcum (the event's point currency). No troops die permanently, and your strategy depends entirely on whether you can defend high-level veins against stronger players.
Free-to-play (F2P) players should use the Hunt strategy (kill patrols in Zone 1-2) because consistent patrol kills with the Level 1 Right skill give 1,500 Orichalcum each, and you avoid losing heroes to 5-minute cooldowns from failed vein defenses.
The Level 3 Left skill gives 5,000 Orichalcum every 60 seconds if you recall and reoccupy a vein, which adds up to 100K+ over the match. Both strategies should take this skill because no other option comes close in total value.
Vein Outbursts produce 200 Orichalcum per second (6.25x faster than Level 3 veins), so drop everything and grab them at the 8, 9, 10, 18, 19, and 20 minute marks. Missing all six windows costs you 24,000+ Orichalcum.
Touch the Smelter after 23:00 for even 1 second, because the occupation ranking awards bonus Orichalcum to the top 10 holders and even 10th place gives 20,000.
Register for a time slot: 6 slots available throughout the day (times vary by your timezone)
3-minute preparation phase before battle starts - use this to teleport into position
Free Advanced Teleports within the battlefield (first is free, subsequent teleports cost gems with increasing cost)
No troop deaths - wounded troops heal automatically after winning a defense
Hero cooldown: 5 minutes if you lose an attack or defense
Buffs that work: Tech Research, VIP, Items, Skins, City bonuses (except gathering bonuses)
Buffs that DON'T work: Standard march speed, wilderness march speed, gathering bonuses, presidential appointments
The battlefield is divided into three concentric zones. Higher zones have better resources but more competition.
Zone 1 (Outskirts)
Level 1 Veins (+8/s)
Level 1 Patrols (315K power)
Best for: Hunt strategy, low competition
Zone 2 (Mid-Ring)
Level 2 Veins (+16/s)
Level 2 Patrols (8.4M power)
Best for: Mixed strategy, moderate competition
Zone 3 (Center)
Level 3 Veins (+32/s)
The Smelter (opens at 23:00)
Best for: Gather strategy, heavy competition
Where Do Vein Outbursts Spawn?
Vein Outbursts spawn across all three zones. During outburst windows, check your minimap for the golden outburst markers. They appear in multiple locations simultaneously, so you don't need to be in Zone 3 to grab one.
💎 Vein Types & Production Rates
Higher level veins produce more Orichalcum per second but are located in more competitive zones.
Level 1
+8/s
8,640 capacity
Level 2
+16/s
17,280 capacity
Level 3
+32/s
34,560 capacity
Outburst
+200/s
4,000 capacity
Vein Outbursts Are Critical
Outbursts produce 200 Orichalcum/second - that's 6.25x faster than Level 3 veins. Each outburst lasts exactly 20 seconds (4,000 capacity ÷ 200/s). When an outburst spawns, drop everything and grab it.
Per-Minute Production Comparison
Level 1: 480/min | Level 2: 960/min | Level 3: 1,920/min
A single Level 3 vein produces 4x as much as a Level 1 vein. This is why the Gather strategy dominates when you can defend Level 3s.
🎯 Two Strategies: Hunt vs Gather
Your strategy depends on your power level. Can you defend Level 3 veins against challengers? If yes, Gather. If no, Hunt.
Hunt Strategy
F2P / Low Spenders (Top 10-20)
Gather Strategy
Mid-High Spenders (Top 1-5)
👷
Hunt Strategy (F2P)
Focus on killing patrol guards for XP and Orichalcum bonuses. Stay in Zone 1-2 where competition is lower.
Teleport to Zone 1-2 during prep phase, near patrol spawns and Level 2 veins
Attack patrol guards constantly - each kill = 1,500 Orichalcum (with Level 1 Right skill)
Keep 2 marches on veins at all times, use other marches for patrol hunting
Trigger Level 3 skill every 60 seconds by recalling and reoccupying a vein
During Vein Outbursts, stop hunting and grab outburst veins with ALL marches
Grab Smelter briefly near end for occupation ranking bonus
💎
Gather Strategy (Spenders)
Dominate Level 3 veins in Zone 3 and control the Smelter. Requires power to defend against challengers.
Teleport to Zone 3 (center) during prep phase
Occupy 4 Level 3 veins - each produces 1,920 Orichalcum/min (7,680/min total)
Use remaining marches to attack patrol guards for skill XP
Defend your veins - winning defense heals your troops instantly
Capture Vein Outbursts during all 6 spawn windows
Control the Smelter after 23:00 for massive bonus (up to 100,000 Orichalcum)
Which Strategy Should You Use?
Hunt if you frequently lose when attacked on Level 3 veins, or if stronger players keep stealing your veins. Gather if you can reliably defend Level 3 veins against most attackers. The Hunt method typically places top 10-20; the Gather method can achieve top 1-5.
💡 Skill Tree Choices
Skills unlock using Frostfire XP from killing patrol guards. Each level offers a Left and Right option. You must choose one - you cannot have both.
Left: Passive Gathering
+1,080 Orichalcum/min automatically (no action needed)
Gather
VS
Right: Patrol Bonus
+1,500 Orichalcum each time you defeat a patrol
Hunt
Left: March Capacity
+12,000 troop capacity per march
Gather
VS
Right: March Speed
+25% battlefield march speed
Hunt
Left: Occupy Bonus
+5,000 Orichalcum when you occupy a vein (60-second cooldown)
Both
VS
Right: Fail Bonus
+5,000 Orichalcum when you fail to occupy (60-second cooldown)
Left: Gathering Efficiency
+15% gathering efficiency while occupying veins
Both
VS
Right: Hero Recovery
-30% hero recovery time after defeat
Left: Damage Boost
+66 damage for 60 seconds (must activate manually)
PvP Smelter
VS
Right: Gathering Speed
+50 gathering speed for 60 seconds (must activate manually)
Both
The Level 3 Left Skill Trick (IMPORTANT)
The Level 3 Left skill gives 5,000 Orichalcum every time you successfully occupy a vein, with a 60-second internal cooldown. To exploit this:
Over ~25 minutes of active play, this adds ~100,000-125,000 Orichalcum.
Skill Tree Summary
Hunt (F2P): Right → Right → Left → Left → Right
Gather (Spenders): Left → Left → Left → Left → Right (or Left for PvP Smelter fights)
🕑 Vein Outburst Schedule
Outbursts spawn at these exact in-game times. A banner warns you 60 seconds and 10 seconds before each spawn.
First Wave
9:00
Second Wave
10:00
Third Wave
Fourth Wave
19:00
Fifth Wave
20:00
Sixth Wave
Smelter Unlocks
The Smelter awards bonus Orichalcum based on total occupation time. 1st place gets 100,000 bonus.
Outburst Strategy
Before outburst spawns: Stop attacking patrol guards. Recall marches from low-level veins. Position near likely spawn locations.
When outburst spawns: Activate your Level 5 Right skill (gathering speed boost). Send ALL available marches to grab outburst veins. Each outburst lasts 20 seconds - work fast.
🛡 Mine Patrols
NPC guards that spawn across the map. Killing them gives Frostfire XP to unlock skills, plus Orichalcum drops.
Patrol Level Power XP Reward Location
Level 1 Patrol 315K 200 XP Zone 1 (Outskirts)
Level 2 Patrol 8.4M 500 XP Zone 2 (Mid-Ring)
Why Patrols Matter
For skill unlocks: You need XP to unlock skills. Level 2 patrols give 2.5x more XP but require much more power to defeat.
For Hunt strategy: With Level 1 Right skill active, each patrol kill gives an additional 1,500 Orichalcum. Kill 80 patrols = 120,000 extra Orichalcum.
Orichalcum Piles
When patrols are defeated, they sometimes drop Orichalcum Piles on the ground. Send a march to loot these - they're free bonus points.
🏭 The Smelter
Located in Zone 3 (center). Opens at the 23:00 mark (7 minutes before event ends). Awards massive bonus Orichalcum based on your total occupation time relative to other players.
Rank Bonus Rank Bonus
1st 100,000 6th 40,000
2nd 80,000 7th 35,000
3rd 60,000 8th 30,000
4th 55,000 9th 25,000
5th 50,000 10th 20,000
F2P Smelter Tip
You don't need to hold the Smelter for long - you just need to get on the occupation ranking. Use gems to speed up your march. Teleport close. Capture for even 1-2 seconds. Even if you're immediately kicked off, a 9th or 10th place finish gives you 20,000-25,000 bonus Orichalcum for minimal effort.
📋 Step-by-Step: Hunt Strategy
A minute-by-minute walkthrough for F2P and low-spender players.
Activate your 10% gem boosts (these are the buffs you buy with gems, not gathering boosts). Note: Presidential appointments do NOT work in Frostfire Mine.
Scout the map. Find a spot in Zone 1 or 2 where you can see: (1) patrol spawn points, and (2) at least 2 Level 2 veins nearby. Teleport there before the battle starts.
Immediately attack nearby patrols to gain XP. Unlock your Level 1 skill (take Right for +1,500 Orichalcum per patrol). Send 2 marches to occupy Level 2 veins. Continue hunting patrols.
At 7:00, recall marches and prepare. At 8:00, 9:00, and 10:00, outbursts spawn. Grab as many as possible with all marches. After 10:00, return to hunting patrols.
Continue patrol hunting and vein gathering. Once you unlock Level 3 skill (take Left), start the recall-reoccupy trick every 60 seconds for +5,000 bonus each time. Keep unlocking skills.
Same as Phase 1. Recall marches. Grab outbursts at 18:00, 19:00, 20:00. If you have Level 5 Right skill, activate it just before outbursts spawn for faster gathering.
Smelter opens at 23:00. Use gems to speed up march. Teleport to Zone 3. Capture Smelter for at least 1 second to get on the ranking. Don't fight for it - just touch it and leave. Continue your Level 3 skill trick until the event ends.
💎 Step-by-Step: Gather Strategy
A minute-by-minute walkthrough for mid-to-high spenders who can defend Level 3 veins and contest the Smelter.
Activate your 10% gem boosts (attack, defense). Make sure your best heroes are ready - you'll be fighting for veins and the Smelter. Presidential appointments do NOT work here.
Scout Zone 3 (center of map). Identify Level 3 veins near the Smelter location. Use your free Advanced Teleport to position yourself in Zone 3 before battle starts. You want to claim veins immediately.
Immediately send 4 marches to occupy Level 3 veins (+32/s each = 7,680 Orichalcum/min total). Use remaining marches to kill nearby patrol guards for skill XP. Unlock Level 1 Left skill (+1,080 passive Orichalcum/min) and Level 2 Left skill (+12,000 march capacity for defense).
At 7:00, prepare by recalling 1-2 marches from patrol hunting. Keep your Level 3 veins occupied. At 8:00, 9:00, 10:00, send free marches to grab Vein Outbursts (+200/s). Don't abandon your Level 3 veins for outbursts - you can hold both.
Continue holding Level 3 veins. Unlock Level 3 Left skill (+5,000 per vein occupy). Designate ONE march for the recall/reoccupy trick every 60 seconds. Defend your veins when attacked - winning defense auto-heals your troops. Kill patrols with spare marches to unlock Level 4 (+15% gathering efficiency) and Level 5 skills.
Same approach as first window. Keep Level 3 veins occupied. Send available marches for outbursts at 18:00, 19:00, 20:00. If you have Level 5 Right skill, activate it before outbursts for +50 gathering speed boost.
This is where Gather strategy shines. At 22:30, recall marches from veins and position near Smelter. At 23:00, Smelter opens - send your strongest march immediately. Activate Level 5 Left skill (+66 damage) right before attacking. Fight to hold the Smelter as long as possible. Rank 1 = 100,000 bonus Orichalcum.
While fighting for Smelter, keep one march cycling the recall/reoccupy trick on a nearby vein. Every 60 seconds = +5,000 Orichalcum. If you lose Smelter control, immediately try to recapture - every second counts for the occupation ranking. Use gem speed-ups on marches if needed.
Gather Strategy Skill Tree: Left → Left → Left → Left → Situational
Level 1 Left: +1,080 Orichalcum/min passive income
Level 2 Left: +12,000 march capacity (critical for defending veins)
Level 3 Left: +5,000 per vein occupy (same trick as Hunt)
Level 4 Left: +15% gathering efficiency
Level 5: Take Left (+66 damage) if contesting Smelter hard, or Right (+50 gathering) if focusing on veins
When to Switch from Hunt to Gather
If you can defend your Level 3 veins against most attackers (win 70%+ of defense fights), use Gather. If you're constantly getting kicked off veins, stick with Hunt. The breakpoint is usually around 80-100M power, but depends heavily on your state's competition level.
⚠ Common Mistakes to Avoid
Missing Vein Outbursts
Outbursts produce 200/s vs Level 3's 32/s. Missing all 6 windows means losing 24,000+ Orichalcum minimum. Set real-world alarms or watch the in-game clock carefully.
Forgetting the Level 3 Skill Trick
The Level 3 Left skill gives 5,000 Orichalcum per vein occupation, once per minute. If you don't recall and reoccupy every 60 seconds, you're leaving 100,000+ Orichalcum on the table over the match.
Fighting for Level 3 Veins When Outmatched
If you lose every fight on Level 3 veins, you're wasting time AND putting your heroes on cooldown. Hunt patrols in Zone 1-2 instead - consistent patrol kills beat constantly losing veins.
Not Pre-Positioning During Prep Phase
The 3-minute prep phase exists so you can teleport into position. If you wait until battle starts, you've lost early XP from patrol kills and the first teleport is free anyway.
Wrong Skill Tree for Your Strategy
Hunt: Right → Right → Left → Left → Right
Gather: Left → Left → Left → Left → (situational)
Taking the wrong first skill massively hurts your score.
Ignoring the Smelter Entirely
Even 1 second of Smelter control can get you 20,000+ bonus Orichalcum. It opens at 23:00 - have a plan to at least touch it briefly.
🎁 Rewards
🏆
Ranking Rewards
Based on your final Orichalcum total compared to other players in your time slot.
Rank 1: 14-day Blue Flame Avatar Frame, 80 Charm Designs, 50 Charm Guides, 4,000 Gems
Top 10: Charm Designs, Charm Guides, Gems, Resource Chests (amounts scale with rank)
Top 100-500: Scaled-down rewards (still valuable for Charm Guides)
📦
Gathering Milestones
Personal milestones based on total Orichalcum collected. You get these regardless of ranking.
10K / 25K / 40K: Training Speedups, Meat, Wood, Coal, Iron
75K / 100K / 150K: Charm Guides (10 per tier), additional resources
Why Charm Designs Matter
Charm Designs are used to upgrade Charms on your Chief Gear (the equipment worn by your Chief that boosts all troops). They're one of the rarer resources in the game and primarily come from ranking well in events like Frostfire Mine. Even top 50 is worth the effort.
Summary
Eight interconnected sub-events run for 7 days during Lunar New Year, all revolving around Frostjade currency. You earn Frostjade through daily activities and spend it attacking Nian bosses, which feeds into a battle pass, leaderboards, and milestone rewards.
Spend 3,000 Frostjade daily on Attack of the Nian to claim the Daily Chest, because this is the only way to earn Gilded Points for the Lucky Spring free track and skipping even one day puts you behind on both rewards.
Save all Recruitment Keys for either Day 1 or Day 3 of King of Spring. Splitting them across days wastes your leaderboard potential, since rankings reward concentrated bursts of points on a single day.
Use the Day 3/4 combo trick: speed up training on Day 3 using speedups for speedup points, then claim the troops when Day 4 starts for training points. This works because Day 3 scores speedup minutes used while Day 4 scores troops claimed.
Buy Mithril first from Kasia's Shop, because the Dream Mark conversion rate for Mithril is far better than any other option and Mithril is extremely hard to obtain elsewhere.
Unused Frostjade automatically converts to worthless 1K resource chests when the event ends, so spend everything before the timer expires.
Gilded Jade contains 8 sub-events that run simultaneously. Here's how they fit together:
🐉
Attack of the Nian — The Core Loop
Spend Frostjade to attack bosses. Earns points for Lucky Spring and leaderboard ranking.
Cost: 20 Frostjade per attack
Earns: 2 New Year Points per attack (also 2 Gilded Points for Lucky Spring)
Daily target: 300 points (= 150 attacks = 3,000 Frostjade) for the Daily Chest
Boss cycle: Defeat Flamehorn Nians → 20% chance Nian King appears → hit the King for big rewards
📈
Lucky Spring — Battle Pass
Progression track that unlocks rewards as you attack Nians. Free track + two paid tiers.
Source: Gilded Points from Attack of the Nian (2 points per attack)
21 tiers total, requiring 1,680 Gilded Points to complete
Frostjade needed: ~16,800 to complete the free track
Paid tiers: Ripple Romance ($4.99) and Gilded Blessings ($9.99) unlock extra rewards alongside the free track
👑
King of Spring — 7-Day Competitive Ranking
Daily stages with different themes. Earn points, claim milestones, and compete on leaderboards. This is where free-to-play (F2P) strategy matters most.
Structure: 7 stages, each lasting 1 day
Frostjade earned: Up to 11,900 from personal stage rewards (7 × 1,700)
Tiebreaker: If two players have the same points, the one who completed tasks earlier ranks higher
Detailed day-by-day strategy below
🎵
Symphony of the New Year — Bingo Grid
Complete missions arranged in a grid. Each completed row/column unlocks a stage chest. Complete the entire board for the Verdant Reliquary.
Source: Daily gameplay tasks (Arena, Alliance Gifts, Intel missions, gathering, etc.)
Frostjade earned: Up to 2,400 (plus extra 2,600 if you buy the $4.99 pack to complete the puzzle)
F2P limitation: The final mission requires purchasing a $4.99+ pack — without it, you can't complete the full board
Still worth doing: Row/column completions give good rewards even without the final mission
🔍
Jade Quest — Passive Frostjade Earning
Earn bonus Frostjade in the background while you play normally.
Slaying beasts: Up to 7,000 Frostjade total
Gathering resources: Up to 3,000 Frostjade total
Spending gems: 1,000 gems = 10 Frostjade (uncapped)
Using speedups: Uncapped — earn Frostjade while speeding up construction, research, or training
🏠
Kasia's Wish House — Guaranteed Mythic Rewards
Spend Wish Vouchers to earn rewards. Accumulate Wish Points for guaranteed Sincere Wishes that always land on mythic corner prizes.
Source: Wish Vouchers from commissions (free) and packs (paid)
F2P vouchers: Up to 26 wishes from free commissions alone
Sincere Wish: Every 100 Wish Points = 1 Sincere Wish (guaranteed mythic reward)
Carryover: Wish Vouchers and Dream Marks carry over to the next event cycle — don't feel pressured to spend them all
Kasia's Shop best buy: Mithril is the community consensus pick (see details below)
🏺
Pot of Fortune — Mini-Game
Toss arrows into a pot to score points. A timing-based mini-game where landing in the mouth (green zone) or on the handles (yellow zone) scores differently.
How it works: A gauge moves back and forth — tap when it's in the green or yellow zone
Yellow zone (handles): More points but harder to time
Green zone (mouth): Easier to hit, fewer points
Accumulate points to unlock milestone rewards
🧧
Lucky Pouch — Free Gems from Chat
Shareable gem pouches that appear in chat channels. Fast reactions required.
Source: Lucky Pouches come from Wishful Pack tiers 3, 4, and 5 (paid packs)
Reward: 500 to 5,000 gems per pouch claimed
Claim limit: Up to 10 pouches per day from other players
Sharing bonus: When you share a pouch, you get a reward too (doesn't count toward your daily limit)
Reality: Pouches get claimed within 1-2 seconds of being posted — you need fast reflexes and Alliance chat open
Requirement: Furnace Level 10+ to claim World Channel pouches
Here's roughly how much Frostjade you can earn for free and how to allocate it.
Expected F2P Frostjade: ~24,300+
Gathering: ~3,000 • Beast slaying: ~7,000 • King of Spring: ~11,900 • Symphony: ~2,400
Plus uncapped Frostjade from spending gems and using speedups via Jade Quest.
The most important daily target. Reach 300 New Year Points each day to claim the Daily Chest reward.
Cost: 150 attacks × 20 Frostjade = 3,000 Frostjade per day
7 days × 3,000 = 21,000 Frostjade for all Daily Chests
Always save at least 3,000 Frostjade for the last day to claim the final chest
Completing the Daily Chests each day naturally earns most of the Gilded Points needed for the free Lucky Spring track.
150 attacks/day × 2 Gilded Points = 300 Gilded Points/day
7 days × 300 = 2,100 Gilded Points (above the 1,680 needed)
Doing Daily Chests alone completes the Lucky Spring free track
Don't Hoard Frostjade
Unused Frostjade converts to a 1K Secured Resource Supply Chest after the event — terrible value. Spend everything before the timer expires. The conversion is automatic and you cannot opt out.
🐉 Attack of the Nian — Tips
Once you've unlocked auto-attack (after 60 manual hits), always use it. Multiple players who received the Nian King Treasure reported being on auto-attack at the time.
Auto-attack only works while you stay on the event page — don't navigate away
Manual vs auto doesn't affect hit speed or damage — auto is just more convenient
Lucky Strikes (free hits) still trigger during auto-attack
The treasure is extremely rare and shared across multiple states. Don't count on getting it, but if you want to maximize your odds:
Watch Treasure Points: Players report most treasures drop when points are above 12,000
Nian King appears: 20% chance after each Flamehorn Nian is defeated
King can be hit 3-15 times per appearance (10% chance for 10+ hits)
Grand prize rate: 0.06% chance at 10+ hits — extremely low
When Treasure Points suddenly drop (e.g., 15,000 → 5,000), someone just claimed the treasure — stop attacking and wait for points to rebuild
City Skin Leaderboard
The Dancing Lion City Skin is available permanently for Top 10 on the leaderboard, and as a 30-day trial for ranks 11-25. This leaderboard is essentially whale-only — F2P players won't realistically compete for it. Don't burn Frostjade chasing the skin unless you're a heavy spender.
👑 King of Spring — Day-by-Day Strategy
This is the competitive 7-day ranking event and the biggest source of free Frostjade. Each day has different scoring activities. Here's how to maximize each one.
Construction, Research, Training/Promotion, Recruitment Keys
Points from raising power (construction, research, training/promotion) and from using Recruitment Keys.
🎯 F2P focus: Training power + Keys
🔑 Save keys for Day 1 or Day 3
Recruitment Keys give excellent points — Epic Recruitment = 11,000 points, Advanced = 3,300
Choose one key day (Day 1 or Day 3) to concentrate all your keys for leaderboard ranking
Training/promotion power is reliable and scalable for F2P
Kill beasts + Polar Terror rallies
Points for killing beasts and rallying Polar Terrors. Also the day to knock out the Jade Quest "Defeat Beast" task (7,000 beasts).
🐻 Polar Terror rally = 30,000 pts
⚔️ Lv 1-30 beast = 9,900 pts
Use Gina in your rally formation — her -20% stamina cost skill saves Chief Stamina on every rally
Rally tip: Send only 1 Infantry and no other troops for Polar Terror rallies to minimize march time and get your queue back faster
Combine with Jade Quest: The 7,000 beast kill cap for Frostjade can take 12-14 hours — start early and do beasts before rallies
Turn on Auto-Join in the War section to help alliance members with their rallies while you grind beasts
Intel Missions also count as beast kills, so complete those today for double credit
Recruitment Keys + Hero Shards + Speedups
Keys and hero shards score big. Speedup points also available (training speedups recommended).
🔑 Epic Key = 11,000 pts
⏱️ 1 min speedup = 60 pts
If you saved all keys for Day 3 instead of Day 1, use them all today
Use training speedups near the end of Day 3 but don't claim the troops — claim them when Day 4 starts to double-dip on points (see combo trick below)
Avoid hero shard usage unless you're a spender — shards are valuable long-term
Points per troop trained/promoted
Points based on training or promoting troops. Points per troop scale with troop level (higher tier = more points).
⚔️ Lv 11 troop = 140 pts each
👤 Lv 1 troop = 5 pts each
Day 4 is NOT always best for training — experienced players with high-level troops (Helios/T11) often get more points training on Day 1 or Day 6 where scoring is based on power gained instead of the fixed troop-level table
How to check: Go to your barracks, look at how much power 1 troop gives you, then compare to the Day 4 points table. Choose the day where you get more points per troop
Apply for Minister of Education before training for the training bonus
Activate City Bonus → Growth → Training Capacity before mass training
Essence Stones, Widgets, Gems
Hardest day for F2P. Points from using Essence Stones, Hero Gear Widgets, and spending gems.
💎 1 Essence Stone = 25,000 pts
🔧 1 Widget = 50,000 pts
💰 1 Gem = 10 pts
F2P approach: Focus on the gem spending task — spend gems on VIP activation (10,000 gems for 30 days), VIP Shop items, or Arena extra challenges
Don't waste Widgets on this event — save them for larger events
Essence Stones are hard to get — only use if you have extras from Bear Hunt
Pre-send troops for gathering today so they return when Day 6 starts (use a Gathering Speed boost)
Wilderness gathering + Construction/Research/Training power
Easy day for F2P. Points for gathering in the wilderness and gaining power.
🌾 1K Meat = 10 pts
🪵 1K Wood = 10 pts
⛏️ 200 Coal = 10 pts
If you pre-sent troops on Day 5 with a Gathering Speed boost, they'll return early on Day 6 for instant points
Also earn points from training/promotion power — apply for Minister of Education first
This also helps complete the "Gather 10,000,000 resources" Symphony of the New Year mission
Chief Gear score (excluding Charms) + Speedups
Hardest day for F2P. Chief Gear upgrades are expensive, so focus on speedup tasks instead.
🛡️ +1 Gear Score = 50 pts
⏱️ 1 min speedup = 60 pts
F2P players: Skip the Chief Gear task entirely and focus on construction/research speedups
If you saved construction or research speedups, this is the day to use them
Charm score (an accessory sub-category of Chief Gear) does NOT count for this stage
🧠 The Day 3 + Day 4 Combo Trick
Double-Dip on Points Across Two Days
By timing your actions at the Day 3 → Day 4 transition, you can earn points in both stages from a single training session.
With about 1 hour remaining in Day 3:
Apply for Minister of Education (training bonus)
Activate City Bonus → Growth → Training Capacity (lasts 2 hours)
Start training troops
Use training speedups to complete them — this earns Day 3 speedup points
DO NOT claim the finished troops yet
As soon as Day 4 begins:
Click the floating notification to claim your trained troops
This earns Day 4 training points from the same batch of troops
Your Training Capacity buff is still active (you started it 1 hour ago with a 2-hour duration), so you can immediately start training more troops for Day 4
Why This Works
Day 3 scores based on speedup minutes used (using speedups = points). Day 4 scores based on troops trained (claiming troops = points). By using speedups on Day 3 but claiming troops on Day 4, you get credit in both stages from one training session.
🏠 Kasia's Wish House & Shop
💎
Kasia's Shop — What to Buy
After making wishes, you earn Dream Marks to spend in Kasia's Shop. Here's the priority order:
Mithril (Top Priority): Community consensus is overwhelmingly in favor. Getting ~1 Mithril for ~30 Fire Crystals worth of Dream Marks is an excellent conversion rate. Mithril is extremely hard to get elsewhere
Fire Crystals: Always useful for Furnace Level 30+ (FC-age) upgrades, a solid second choice
Design Plans: Bottleneck material for building upgrades for F2P players — good if you're actively upgrading buildings
Charms: Consideration if you're pushing toward level 16 charms
Speedups: Generally not recommended unless you're in a very young state preparing for Furnace 30
Wish Vouchers and Dream Marks Carry Over
Both Wish Vouchers and Dream Marks persist between Gilded Jade events. If you're F2P, it's fine to accumulate them over multiple events to hit bigger milestones. However, Wish Points below 100 are reset when the event ends, so try to cross the 100 threshold or accept the loss.
F2P Wish Limitations
With only free commissions, you'll get roughly 26 wishes — enough for the first progress bar reward (3x 1K Gems) but nowhere near the 100 Wish Points needed for a Sincere Wish. The shop is where F2P value really comes from via accumulated Dream Marks.
🎯 F2P Strategy Summary
Preparation is everything. Here's what to stockpile:
Recruitment Keys — Save all of them for Day 1 or Day 3
Training speedups — Save for Day 3 (and the Day 3/4 combo trick)
Chief Stamina cans — For Day 2 beast grinding
Construction/Research speedups — Save for Day 7
Gems — Save for Day 5 gem spending; use on VIP activation, not random purchases
Don't train troops or use speedups randomly in the days before the event
Daily priorities in order:
Hit 300 New Year Points daily (3,000 Frostjade) for the Daily Chest — non-negotiable
Complete the King of Spring stage each day following the strategy above
Work on Symphony missions passively — check the grid daily
Watch Alliance chat for Lucky Pouches — free 500-5,000 gems
Combine activities: Day 2 beast killing counts for both King of Spring AND Jade Quest; Day 6 gathering counts for King of Spring AND Symphony
F2P players should pick their battles:
Day 1 or Day 3: Best leaderboard days for F2P thanks to Recruitment Keys
Day 2: Possible if you have lots of stamina cans
Day 6: Gathering is free and accessible
Skip: Day 5 (Hero Gear) and Day 7 (Chief Gear) leaderboards — spender-dominated
City Skin leaderboard: Skip entirely unless you're whaling
⚠️ Common Mistakes to Avoid
Forgetting to Spend Frostjade
Leftover Frostjade converts to 1K Secured Resource Supply Chests — terrible value. Use all Frostjade in Attack of the Nian before the event timer expires.
Training on Day 4 Without Checking
If you have high-level troops (T10/T11), Day 4's fixed points-per-troop table may give you fewer points than Day 1 or Day 6's power-based scoring. Always compare before committing your training resources.
Using Speedups Before the Event
Every speedup used during the event counts toward King of Spring points AND Jade Quest Frostjade. Don't waste them in the days leading up to the event.
Wasting Widgets on Day 5
Hero Gear Widgets are too valuable to spend on a small event like this. Use Essence Stones if you have extras, or focus on the gem spending task instead.
Splitting Keys Between Day 1 and Day 3
If you want to compete on the leaderboard, concentrate all your keys on a single day. Splitting them means you won't rank high on either day.
Leaving Wish Points Under 100
Wish Points below 100 are reset when Kasia's Wish House ends. If you're at 80 or 90, either push to 100 for the guaranteed Sincere Wish or accept the loss. Dream Marks and Wish Vouchers do carry over, but partial Wish Points don't.
Summary
Each month, 6 matched states compete in a 7-day event where different activities score points on different days. You earn hero shards and Medals of Honor through daily milestones, state rankings, and cross-state leaderboards.
Always hit all 4 daily milestones because the 14 Medals of Honor you collect over 7 days unlock significant hero shards in the medal shop for minimal resource investment.
KoI is strategically placed before SvS (State vs State) to bait you into draining resources. Save Fire Crystals, Mithril, and speedups if SvS is coming, since those same items score in the SvS prep phase too.
Use items on the correct days or you waste them entirely: Hero Shards only score on Days 2, 3, and 7, while Mithril only scores on Days 2, 4, and 5. Check the quick reference grid before spending anything.
Skip the first KoI after a new hero generation releases, because whale (heavy spender) competition peaks when new heroes drop and your saved resources will stretch much further in the 2nd or 3rd cycle.
Free-to-play (F2P) players can consistently hit top 20 in state rankings with 1 month of saving. Don't chase cross-state rankings against whales, since the state leaderboard has lighter competition and still awards hero shards.
KoI is strategically placed right before SvS. Many experienced players call it a "trap" — and understanding why helps you make smarter decisions.
"It's basically just a trap to get you to spend your stuff before SvS"
This is the most upvoted comment on Reddit threads about KoI. The devs know that competitive players will be tempted to spend everything chasing rankings — leaving them weak for SvS prep phase two weeks later.
The 4 daily milestones give you massive value for minimal spending:
14 Medals of Honor over 7 days → significant hero shards in the medal shop
Resources, speedups, Fire Crystals — all useful for SvS prep
Low cost to reach — you can hit milestones without draining your stockpile
Even whales hit milestones — this is baseline participation, not competition
Ranking rewards sound tempting, but the math doesn't work out:
KoI is 7 days, SvS prep is 5 days — you need roughly double the resources for KoI rankings
Same items score in both events — Fire Crystals, speedups, shards all count in SvS too
SvS matters more for your state — winning SvS gives everyone buffs, coins for FC (Fire Crystal) labs, and morale
Your contribution helps whales carry — even F2P points add up for state totals
The Long-Term F2P Strategy
After a few SvS cycles, the calculus changes. Many F2P veterans eventually flip to focusing on KoI rankings (where you compete against your own state) and doing minimum for SvS (where whales from two states dominate). But for your first SvS? Save your resources.
📋 How the Event Works
Duration: 7 days (Monday 00:00 UTC to Sunday 23:59 UTC)
Frequency: Once per month, during the SvS cooldown period
Participating States: 6 states compete together (vs. only 2 in SvS)
Stages: 7 stages, one per day, each with different point-earning activities
Milestones: 4 point milestones per day for rewards
Medals: 2 Medals of Honor per day (14 total) for reaching final milestones
State Stage Ranking: Daily leaderboard vs your own state only
State Total Ranking: 7-day cumulative score vs your own state
Cross-State Personal Ranking: 7-day score vs all matched states (top 1,000 get rewards)
Cross-State State Ranking: Your state's total vs other matched states
When Does KoI Start?
Your first King of Icefield appears about 2 weeks before your first SvS. If you see KoI in your events, SvS is coming soon! After your first SvS, KoI and SvS alternate every 2 weeks. First SvS is typically around state Day 80-85.
📅 The 7 Daily Stages
Each day focuses on different activities. Plan ahead to maximize your points on optimal days.
Confusing Names Alert
Day 3 and Day 5 are both called "Basic Skills Up" but have different scoring activities. Day 3 focuses on pets and Wild Marks; Day 5 focuses on Hero Gear and Mithril. Similarly, Day 2 and Day 7 are both "Hero Development" with slightly different activities. Always check the specific day's activities!
Monday
Focus on building upgrades, speedups, and Fire Crystals.
💎 Fire Crystals (2,000 pts)
⏱️ Speedups (30 pts/min)
✨ Chief Charm — cosmetic upgrades (70 pts/score)
🔥 Refined FC — upgraded Fire Crystal (30,000 pts)
Daily Reward: Fire Crystals
Tuesday
Ascend heroes, spin the Lucky Wheel, upgrade hero gear, and use Mithril.
🎰 Lucky Wheel (8,000 pts)
⭐ Mythic Shard (3,040 pts)
🔧 Essence Stone — hero gear material (4,000 pts)
⚙️ Widget — exclusive gear material (8,000 pts)
💠 Mithril (144,000 pts)
Daily Reward: Essence Stones
Wednesday
Pet advancement, Wild Marks, Hero Shards, and Chief Charm upgrades.
🐾 Pet Advancement (50 pts/score)
🎯 Advanced Wild Mark (15,000 pts)
🔵 Common Wild Mark (1,150 pts)
🎰 Lucky Wheel (8,000 pts)
⭐ Hero Shards (350-3,040 pts)
Daily Reward: Charm Projects
Thursday
Train and promote troops, upgrade hero gear.
⚔️ T10 Troop (39 pts)
⚔️ T11 Troop (49 pts)
🔧 Essence Stone (4,000 pts)
⚙️ Widget (8,000 pts)
💠 Mithril (144,000 pts)
Daily Reward: Charm Guides
Friday
Gear and crystal focused — Hero Gear, Mithril, Fire Crystals, and speedups.
🔧 Essence Stone (4,000 pts)
⚙️ Widget (8,000 pts)
💠 Mithril (144,000 pts)
💎 Fire Crystals (2,000 pts)
⏱️ Speedups (30 pts/min)
Daily Reward: Fire Crystals
Saturday
Another troop training day. Around Day 180, legendary gear points unlock.
⚔️ Troop Training (varies by level)
✨ Chief Charm (70 pts/score)
👑 Legendary Gear (Day 180+)
Daily Reward: Chief Projects
Sunday
Final push — use everything! Hero shards, pets, Wild Marks, gathering, Fire Crystals, speedups.
⭐ Hero Shards (350-3,040 pts)
🐾 Pet Advancement (50 pts/score)
🎯 Wild Marks (1,150-15,000 pts)
🌾 Gathering (3 pts/2K resources)
💎 Fire Crystals (2,000 pts)
⏱️ Speedups (30 pts/min)
Daily Reward: Mythical Shards
📋 Quick Reference: When to Use Each Item
Green = Best day. OK = Also scores. Red = Does not score.
Item
✅
⛔
⛔
⛔
🆗
⛔
🆗
Speedups
✅
🆗
⛔
⛔
🆗
⛔
🆗
Hero Shards
⛔
✅
✅
⛔
⛔
⛔
✅
Lucky Wheel
⛔
✅
✅
⛔
⛔
⛔
⛔
Wild Marks
⛔
⛔
✅
⛔
⛔
⛔
✅
Pet Advancement
⛔
⛔
✅
⛔
⛔
⛔
✅
Troop Training
⛔
⛔
⛔
✅
⛔
✅
⛔
Essence Stones
⛔
✅
⛔
✅
✅
⛔
⛔
Widgets
⛔
✅
⛔
✅
✅
⛔
⛔
Mithril
⛔
✅
⛔
✅
✅
⛔
⛔
Chief Charm
✅
⛔
🆗
🆗
⛔
🆗
⛔
Gathering
⛔
⛔
⛔
⛔
⛔
⛔
✅
✅ Best day 🆗 Also scores ⛔ Does not score
📊 Point Values Reference
💎
High-Value Items
These items give the most points — use them on their optimal days:
Mithril: 144,000 points (Day 2, 4, 5)
Refined Fire Crystal: 30,000 points (Day 1)
Advanced Wild Mark: 15,000 points (Day 3)
Lucky Wheel Spin: 8,000 points (Day 2, 3)
Widget (Exclusive Gear): 8,000 points (Day 2, 4, 5)
Expert Sigil: 6,000 points (varies)
Hero Gear Essence Stone: 4,000 points (Day 2, 4, 5)
Mythic Hero Shard: 3,040 points (Day 2, 3, 7)
⚔️
Troop Training Points
Points scale with troop level. Promoting gives the difference in values:
Lv.1: 1 pt | Lv.2: 2 pts | Lv.3: 3 pts | Lv.4: 5 pts | Lv.5: 7 pts
Lv.6: 11 pts | Lv.7: 16 pts | Lv.8: 23 pts | Lv.9: 30 pts | Lv.10: 39 pts
Lv.11: 49 pts
Promotion tip: Promote Lv.1 → Lv.10 = 39-1 = 38 points per troop
📝
Common Items
Fire Crystal: 2,000 points (Day 1, 5, 7)
Fire Crystal Shard (research): 1,000 points
Epic Hero Shard: 1,220 points
Common Wild Mark: 1,150 points (Day 3)
Rare Hero Shard: 350 points
Chief Charm (+1 score): 70 points
Chief Gear (+1 score): 36 points
Pet Advancement (+1 score): 50 points
Speedup (per minute): 30 points
Gathering (2K Meat/Wood): 3 points
Gathering (400 Coal / 100 Iron): 3 points
🎁 Rewards
Three Reward Types
The event gives rewards in three ways: milestone rewards (hit point targets each day), Medal of Honor rewards (collect medals to unlock tiers), and ranking rewards (compete against others). You'll receive ranking rewards both at the end of each stage AND when the full event ends.
🏅
Medals of Honor (14 Total)
Earn 2 medals per day by reaching the final milestones. When you collect enough medals, you unlock special Medal of Honor Rewards:
Current Generation Hero Shards: The "Hero of the Season" changes with each generation
Mythic Skill Manuals: For upgrading hero expedition and exploration skills
Island Scrolls: For Daybreak Island gear crafting
Speedups and Resources: Various other rewards
📊
Ranking Rewards
You compete in four separate rankings, each with its own rewards:
Stage Personal Ranking (Daily): Rewards issued at the end of each stage based on your daily performance vs your state
State Personal Ranking (Event End): Your 7-day total vs your state — top performers get hero shards
Cross-State Personal Ranking (Event End): Your 7-day total vs all 6 states — top 1,000 get Hero Shards, Fire Crystals, exclusive skins
Cross-State State Ranking (Event End): Your state's total vs other states — rewards for everyone based on how your state ranks
📅
Daily Milestone Rewards
Hit all 4 milestones each day for these rewards:
Day 1: Fire Crystals
Day 2: Essence Stones
Day 3: Charm Projects
Day 4: Charm Guides
Day 5: Fire Crystals
Day 6: Chief Projects
Day 7: Mythical Shards
Hero Shards Change Each Generation
The KoI hero shards match your state's current hero generation. Gen 3 states (those about 2 years old) get Greg shards, Gen 4 states get different heroes, etc. Plan whether you want that specific hero before pushing hard.
💡 F2P Strategy Guide
The 4 daily milestones are efficient rewards for minimal investment:
Resources, speedups, Hero EXP, Gems, Fire Crystals
2 Medals of Honor per day at the final milestone
14 total medals = significant hero shards
Even if you don't push rankings, always hit milestones
When a new hero generation releases, whales go all-in:
First KoI after new hero = maximum whale competition
Wait for the 2nd or 3rd KoI when whales have exhausted resources
High-spenders burn through Fire Crystals on Furnace upgrades early
Your saved resources go further in later KoIs
Lucky Wheel (Day 2): Save gems specifically for this — 8,000 pts/spin + hero shards
Troop Promotion: Upgrade low-level troops instead of training new ones for bonus points
Gathering (Day 7): Use Gathering Speed Boost items to maximize resource points
Minister Buffs: Coordinate with your state's President for training/research buffs during relevant days
Plan ahead: Look at the 7-day schedule and save items for optimal days
Don't overspend: If you're already in a ranking tier, save remaining items
Use resources at end of day: See where you stand before committing
Cross-event planning: KoI items also score in SvS — balance your usage
Realistic F2P Expectations
With 1 month of saving, F2P players can consistently hit Top 20 in State Ranking and Top 3 in Alliance Mobilization. Don't chase cross-state rankings against whales — focus on your state's leaderboard where competition is lighter.
⚠️ Common Mistakes to Avoid
Spending Everything on First KoI of New Hero
New hero releases trigger whale feeding frenzies. Unless you're a top spender, you won't beat them. Wait for the 2nd or 3rd KoI when competition dies down.
Using Items on Wrong Days
Hero Shards score on Days 2, 3, and 7. Wild Marks score on Days 3 and 7 only. Mithril scores on Days 2, 4, and 5. Speedups only score on Days 1, 2, 5, and 7 — NOT Days 3, 4, or 6! Check the specific day's activities before using valuable items!
Draining Resources Before SvS
KoI occurs between SvS cycles. If you spend everything here, you'll underperform in SvS Prep Phase. Balance your resource allocation across both events.
Ignoring Alliance Mobilization
Alliance Mobilization (a parallel event that tracks contributions within your alliance) runs alongside KoI and is often easier to rank in. Top 3 in AM gives great shards with less competition than KoI rankings.
Missing Daily Milestones
Even if you're not pushing rankings, the 4 daily milestones provide excellent value. Never skip them — 14 medals over 7 days is substantial.
Summary
Snowbusters is a monthly 3-day mini-game where you control a snowplow called Buster to clear snow-covered areas, rescue frozen survivors, and battle beasts. Each event cycles through one of four seasonal themes, and clearing stages earns gems, stars, toolkits, and map fragments that unlock exclusive cosmetic skins over time.
Fuel is your only hard constraint. You start with 200 and regenerate a small amount every 5 minutes, so every movement matters. Coat upgrades increase your recovery rate and set your total fuel ceiling for the 3-day event, making Coat the most important gear piece to max first.
You only need to clear 95% of snow to complete an area. Chasing the last 5% manually wastes fuel because the free rocket handles it automatically once you hit 95%.
F2P players typically reach Area 16-19 per event. Area 16 is the key milestone where the Snowbusters Island Building piece unlocks. Pushing to 19 is worthwhile if fuel allows, but beyond that requires spending or saving V2 Rockets across multiple events.
Everything resets between events except Map Fragments, encyclopedia progress, and unused V2 Rockets. Gear levels, coal, fuel, and bonus items all disappear, so use everything before the event ends.
Theme skins (city, march, frame, nameplate) are the long-term goal. Completing all map pictures within a theme unlocks those cosmetics, and themes rotate each month, so full completion takes multiple events.
Each event has 25 areas of increasing difficulty. You drive Buster through snow-covered zones, clearing a path with your snowplow while managing fuel, health, and coal. The game plays like the classic Whiteout Survival ads where you clear snow to rescue survivors. Your progress saves if you exit mid-stage (character position, fire level, cleared snow all persist), and fuel regenerates while you're offline, so you can step away and come back whenever.
Move Buster through snow to clear it. Every action consumes fuel. Once you reach 95% cleared, a free Rocket V2 activates to auto-clear the remaining snow and complete the area.
Use a zigzag pattern to cover maximum area efficiently. Walk along the edge of your clearing radius to avoid redundant passes
Thicker snow (darker/deeper patches) costs more fuel to clear. Route around them when possible and save them for Infini-Fuel windows
Stop at exactly 95%. Never spend fuel clearing the final 5%
Each area has up to 5 frozen survivors. Rescuing them expands your snowplow's clearing radius, which is the cheapest way to scale up your efficiency.
Rescue survivors near the Fire Pit first since the path to them is partially cleared by the fire's melt radius
Each rescued survivor joins your team and widens your snowplow reach. The range boost is cumulative and significant
Despite following you around, survivors don't meaningfully help clear snow on their own. The value is entirely in the range expansion
Coal drops from clearing snow, breaking snowmen, and defeating beasts. You use it to upgrade the central Fire Pit, which auto-melts nearby snow and heals Buster when you stand near it.
Don't over-upgrade the fire. At stage completion, leftover coal converts into bonus fuel. Keep the fire at Level 1-2 for Areas 1-20, only pushing to Level 3 for very high areas where the thick central snow demands it
Don't clear snow around the fire early in a level. When you upgrade the fire, it auto-melts a radius around it, which saves you fuel
Coal resets each area, so there's no reason to hoard it beyond the fuel conversion at settlement
Area Exploration Checklist
Tap the checklist icon in the top-left corner of the screen during any stage. It shows which monsters, chests, survivors, and snowmen remain on the map. Use this to decide whether to keep pushing or settle at 95%. If a beast is left but you're low on fuel, you can skip it and still complete the area.
⛽ Fuel Management
Fuel is the single most important resource. Every snow-clearing action, beast fight, and survivor rescue costs fuel. When you run out, you stop. Understanding fuel flow is what separates getting stuck at Area 12 from reaching Area 19.
Fuel Economy
You receive 200 fuel at the start of each event. Fuel regenerates passively over time, with the base rate boosted by Coat upgrades. Additional fuel comes from daily missions, defeating snowmen, leftover coal conversion at the end of each area, and the Snow Warrior Pack.
Fuel regenerates even while offline, so log out and come back when you run dry rather than buying packs immediately
Unopened Fuel Supply Chests from packs carry over between events. Opened fuel does not. Don't open chests you can't use before the event ends
Defeating snowmen during a stage drops fuel, making them a high-priority target when you're running low
The Coat gear piece directly increases your fuel recovery rate, which compounds over the full 3-day event. This is why Coat is the top gear priority
Dying Is Expensive
If Buster's HP reaches zero, you lose 10% of your collected coal and all active buff items are removed. You respawn at the nearest fire. In high-level areas where coal-to-fuel conversion matters and buffs are scarce, one death can cost you an entire area's worth of progress. Keep an eye on your health and retreat to the fire to heal before engaging tough beasts.
🧤 Gear Upgrade Priority
You have four gear pieces, each upgradeable to Level 10 using Snowbuster Toolkits earned from clearing areas. All gear progress resets when the event ends, so plan your upgrades for maximum impact within 3 days.
P0
Coat (Jacket)
Increases damage mitigation and fuel recovery speed.
Max this on Day 1. The Coat sets your fuel recovery ceiling for the entire event. Every hour you spend with a lower Coat level is fuel you'll never get back
The fuel recovery boost compounds over 3 days, so early investment pays the biggest dividend of any gear piece
Damage mitigation also helps in later stages where beasts hit harder
Source: Snowbuster Toolkits from stage completion rewards
P1
Gloves
Increases health and reduces fuel consumption per second.
While Coat increases how fast you gain fuel, Gloves reduce how fast you spend it. Together they maximize your net fuel per area
The health boost also reduces how often you need to retreat to the fire, saving movement fuel
Source: Snowbuster Toolkits from stage completion rewards
P2
Boots
Increases movement speed and fire health regen rate.
Movement speed means you cover more ground per unit of fuel. Especially useful during Infini-Fuel and Super Snowbuster buff windows
Faster fire regen reduces idle time at the campfire between beast fights
Source: Snowbuster Toolkits from stage completion rewards
P3
Snowbuster (Weapon)
Increases attack power and snowplow range.
Lower priority because rescued survivors already provide massive range boosts. The survivor range bonus stacks and often exceeds what gear upgrades give
Helps in later stages when beasts have more HP and take longer to kill, but fuel efficiency matters more than raw damage
Source: Snowbuster Toolkits from stage completion rewards
Gear Resets Every Event
All gear levels reset to zero when Snowbusters ends. However, unopened Snowbuster Toolkit Chests purchased from packs carry over to the next event. Free toolkits from stage rewards do not carry over.
🎁 Bonus Items and Combos
Six temporary power-ups spawn throughout each area. They activate on pickup and can stack with each other. Strategic pairing is one of the biggest fuel-saving techniques in the event.
⚡
Infini-Fuel (20 seconds)
Unlimited fuel for clearing snow and fighting. The most valuable buff in the event.
Best combo: Infini-Fuel + Super Snowbuster. The expanded range and speed boost let you clear massive areas during the 20-second window
Beeline for thick snow and beast fights while this is active. These are the highest fuel-cost activities, so doing them for free is a huge net gain
Don't waste Infini-Fuel rescuing survivors or collecting coal. Do those with regular fuel since they cost less
💨
Super Snowbuster (20 seconds)
Expands your clearing range and boosts movement speed by 20%.
Pairs perfectly with Infini-Fuel for maximum area clearance
Even without Infini-Fuel, the speed and range boost helps you clear more efficiently
🧲
Ultra Magnet (30 seconds)
Auto-collects nearby resources (coal, fuel drops, items) within an expanded radius.
Grab this early in an area to vacuum up scattered coal without spending fuel walking to each piece
Pairs well with Rocket usage. Clear a large area with the rocket, then magnet up all the dropped resources
🛡️
Portable Snowshield
Blocks 3 beast attacks or snowstorm damage instances. Does not stack: picking up a new one replaces the old one.
Grab before engaging beasts, especially in later stages where they deal significant damage
Pairs with Medkit for sustained combat. Get the shield first, fight the beast, then heal afterward
💊
Medkit
Instantly restores 40% of max health.
Save these for after beast fights rather than using them preemptively
In later stages, lure beasts toward medkits on the map so you can heal mid-fight
🚀
Rocket (Area Clear)
Two types: the free Rocket V2 that activates at 95% progress, and pickup Rockets that clear a large area of snow instantly.
The free Rocket V2 at 95% is automatic. Don't waste fuel clearing past 95%
Pickup Rockets carry over between events. Save them for high-level areas (20+) where thick snow costs enormous amounts of fuel
Use rockets on thick snow zones, not thin snow areas. Thin snow is cheap to clear manually
At around 89-93% progress, a single rocket can finish the level to 95% and trigger auto-clear, saving significant fuel
Areas 5, 10, 15, 20, and 25 are bonus levels with significantly reduced difficulty. They provide Infini-Fuel, multiple Rockets, Ultra Magnets, and Super Snowbusters throughout the stage.
Don't Rush Bonus Levels
Bonus levels are your biggest opportunity to collect resources for free. Use the Infini-Fuel window to clear the entire map, open every chest, defeat every beast, and rescue every survivor before settling. Many players rush through these, but the resources you collect here carry your fuel budget through the next 4 regular stages.
Sweep the full map during Infini-Fuel. Clear every snowman and beast while fuel is unlimited
Open all chests. They contain toolkits, map fragments, and bonus items for future areas
Don't settle (complete the area) until you've exhausted all resources on the map
🐺 Beasts, Snowmen, and Hazards
🐺
Beasts (Wolves, Elks, etc.)
Hostile creatures that attack Buster on contact. They drop coal, fuel, and map fragments when defeated.
Beasts are the primary source of map fragments, which are essential for theme collection and skin unlocks
Try to lure beasts toward snowmen and hit both simultaneously. This is called the "double-kill" method and saves significant fuel
Grab a Portable Snowshield before engaging beasts in later stages. The 3 blocked hits can be the difference between winning and dying
Beasts can't enter the fire's safe zone. If you're low on health, kite them near the fire, heal up, then re-engage
⛄
Snowmen
Neutral obstacles that drop coal and fuel when destroyed.
High-priority targets when fuel is low. The fuel drops from snowmen can keep you going
Use the Super Snowbuster buff and circle around large snowmen to break them quickly with stacked hits
🌨️
Snowstorms
Random hazards that become more frequent as clearing progress increases. Red zones appear on the ground before impact.
Watch for red warning zones and move out immediately. Snowstorm hits deal damage and can trigger death if you're already low
Chests can trigger snowstorm events when opened. Be ready to dodge after opening a chest
Each area you enter should follow a consistent priority sequence. Here's the optimal order of operations when you start a new area.
Rescue nearby survivors, grab magnet/Infini-Fuel
Before clearing snow broadly, scan for Infini-Fuel and Ultra Magnet near your starting position. If Infini-Fuel is nearby, grab it first and use the 20-second window to clear as much thick snow as possible. Otherwise, rescue survivors near the fire to expand your range early.
🧲 Grab Magnet
⚡ Find Infini-Fuel
👤 Rescue Nearby Survivors
Zigzag outward, upgrade fire minimally
Work outward from the fire in a zigzag pattern. Collect coal along the way but keep fire upgrades to Level 1-2 unless you're in Area 20+. Prioritize reaching snowmen for fuel drops and remaining survivors for range boosts. Save shields and medkits for when you encounter beasts.
🔥 Fire Lv.1-2 Max
⛄ Break Snowmen
↗️ Zigzag Pattern
Hit 95%, let rocket finish, collect settlement fuel
Once you hit 95%, stop clearing and use the free rocket. At settlement, your remaining coal converts to bonus fuel. The less coal you spent on fire upgrades, the more fuel you gain here. Check the Area Exploration Checklist (top left) to see if you missed any high-value objectives before settling.
🚀 Rocket at 95%
⛽ Coal → Fuel
✅ Check Objectives
💰 F2P Progression Targets
The event was reworked (reduced from 32 areas to 25) to compress rewards into fewer stages. F2P players can reach meaningful milestones without spending, but pushing past Area 19 typically requires purchased fuel packs or stockpiled Rockets.
🎯
Area 16 (Primary F2P Target)
Snowbusters Island Building piece unlocks here
Area 16 is the most important milestone for F2P players. The Snowbusters Island Building unlocks at this point, and the difficulty-to-reward ratio is favorable. Most F2P players can reach this with smart fuel management and no extra purchases.
🏝️ Island Building Piece
⭐ Good Star Rewards
🎯
Area 19 (Stretch F2P Target)
Better rewards, harder to reach without Rockets
Area 19 offers noticeably better rewards, but the fuel cost per area ramps up sharply in the late teens. Reaching 19 as F2P is possible with optimal play (max Coat early, minimal fire upgrades, good zigzag pathing) but requires near-perfect fuel management. If you're stuck at Area 17, that's normal.
⛽ Tight Fuel Budget
🚀 May Need Rockets
🎯
Area 25 (Max / Whale Territory)
Requires heavy spending or months of Rocket stockpiling
The final area rewards include the Snowbusters Arena decoration for Daybreak Island. Reaching Area 25 as F2P is essentially impossible within a single event. Some players stockpile V2 Rockets across many events and then do a burst push, but this requires months of preparation.
🐋 Whale Territory
🏝️ Daybreak Arena Reward
The Rocket Stockpile Strategy
After reaching Area 16, you can convert remaining fuel into Rockets. Save these V2 Rockets across multiple events (they carry over). After several months, use your stockpile for one big push to Area 19+ or even beyond. This is the main F2P path to higher areas.
🗺️ Rewards and Theme Collection
The long-term reward loop in Snowbusters revolves around Map Fragments and the theme encyclopedia. Think of it like a collectible card game within the event.
🃏
Map Fragments and Theme Pictures
Defeating beasts drops theme-specific pictures. Each picture comes with gems and stars. Collecting all pictures in a theme unlocks exclusive cosmetic skins.
Four themes rotate in order: Rebuilding Paradise, Joe Attacks!, Mercenary Tales, and Wandering Convoys
You can only collect pictures for the current theme. Each Snowbusters event focuses on one theme
Duplicate pictures auto-convert into Map Fragments. Use Map Fragments in "Map Search" to draw for missing pictures
Map Fragments carry over between events permanently, so you can keep accumulating toward completion across months
🎨
Theme Skins and Cosmetics
Completing theme collections unlocks cosmetic rewards tied to that theme.
Cosmetic types: City skin, march effect, frame, and nameplate. Each theme has its own set
Stars earned from pictures contribute to milestone rewards. At 20 stars, you unlock the Snowbusters Island Building
The Island Building can only be upgraded with building pieces from this event, not mythic general shards
Themes rotate like the Fishing Tournament's seasons. Full collection of all four themes takes many months of play
💎
Optional Passes ($5 and $10)
Two paid reward tracks unlock bonus rewards as you clear areas. Prices vary by region.
These add extra fuel, toolkits, and cosmetic rewards on top of the free track
If you buy them, do so at the start of the event to maximize the toolkit and fuel benefits
Not required for meaningful progression. F2P players can reach Area 16 and collect theme pictures without spending
🔄 What Carries Over vs. Resets
✅
Carries Over Between Events
These items and progress persist across Snowbusters events.
Map Fragments and theme encyclopedia progress
V2 Rockets (pickup rockets saved in your backpack)
Unopened Fuel Supply Chests from packs
Unopened Toolkit Chests from packs
❌
Resets After Each Event
All of these are wiped clean when the 3-day event ends.
All gear levels (back to zero)
Fuel (any unused fuel is lost)
Coal
Free Snowbuster Toolkits from stage rewards
All active bonus items (magnets, shields, medkits, etc.)
Stage progress (starts over from Area 1)
Dumping all coal into the fire feels intuitive, but leftover coal converts to fuel at the end of each area. In stages 1-20, keeping the fire at Level 1-2 and banking coal for fuel conversion gives you more total progress across the event.
The free rocket handles the last 5% automatically. Every point of fuel spent past 95% is pure waste. Stop the moment you see the rocket icon activate.
Bonus levels (5, 10, 15, 20, 25) give you Infini-Fuel and extra items. Don't just blitz through. Use the unlimited fuel to clear the entire map, fight every beast, open every chest, and maximize the resources you extract.
The weapon (Snowbuster gear piece) is tempting because bigger range feels impactful. But survivors already give massive range boosts for free. Coat and Gloves directly affect your fuel economy, which is the actual bottleneck.
Pickup rockets carry over between events. Using them on Areas 1-15 where snow is thin is wasteful. Save them for thick-ice zones in Area 20+ where a single rocket can save dozens of fuel points.
Unopened chests carry over. Opened fuel does not. If the event is about to end and you have chests you can't burn through, save them for next month.
Summary
State Transfer is a recurring event (every 4 or 6 weeks, usually starting the day after SvS ends) that lets players move their city to a different state. The event lasts 7 days across three phases: scouting, invitational transfers, and open transfers. States are grouped by age and progression so you can only transfer within your group.
Two different numbers matter during transfer: your Transfer Score (which determines how many passes you need to buy) and your power level (which determines whether you're over a state's Power Cap). Your power level is your full power level, including troops. The Transfer Score is a separate, smaller number computed from a fixed list of stats: Furnace level, Chief Gear and Charms, Hero Power, Hero Gear Power, Pet Power, and Expert Power. Troop power doesn't count toward Transfer Score.
The president or transfer manager controls who enters the state by setting a Power Cap and distributing invites. Ordinary states get 35 ordinary invites and 3 special invites. Anyone whose power exceeds the cap needs a special invite, which gives leadership a veto on strong incoming players.
States are classified as "Leading" (top 20% by combined Transfer Score of top 100 chiefs) or "Ordinary." Ordinary is significantly better for recruitment: 58 total slots vs 30, full power cap control, and all 3 special invites. Leading states get their cap locked at the minimum and receive no special invites unless they've been leading for 3 consecutive events.
Vetting incoming transfers is the single most important thing a NAP state can do during this event. One unvetted whale who ignores NAP rules can cause more damage than 10 solid mid-power recruits, and the president has no ability to remove someone once they arrive.
State Transfer involves two separate numbers, and confusing them is one of the most common mistakes players make. They serve completely different purposes.
This determines whether you can enter a state without a special invite. It's your actual power level, the same number you see on your profile. The in-game rules define "transfer power" as:
Chief's power (everything: furnace, gear, heroes, tech, buildings, troops on the field)
Injured troops in the infirmary
Reserve troops in the enlistment office
Your Troops Count for the Power Cap
There is no trick around this. Troops in infirmary and enlistment are explicitly included. If you need to get under the cap, you must permanently dismiss troops. You can dismiss troops from the Enlistment Office or from your troop management screen. The old workaround of hiding troops in the infirmary or enlistment to dodge the cap was patched out. The system now counts them.
This is a separate, smaller number that determines how many Transfer Passes you need to buy. It only includes permanent progression that can't be easily manipulated:
Furnace Level (fixed, relatively small contribution)
Chief Gear & Charms (your 6 gear slots and charm levels)
Hero Power (base hero levels, skills, and star ratings)
Hero Gear Power (equipment on your heroes)
Pet Power (all tamed and leveled pets)
Expert Power (Dawn Academy expert levels)
Why Transfer Score is smaller than your power
Transfer Score is a closed sum of Furnace, Chief Gear, Chief Charms, Hero Power, Hero Gear, Pet Power, and Expert Power. Anything not on that list doesn't count — most notably troop power, which is excluded entirely. This is why a heavily troop-stacked chief can have a Transfer Score that's substantially smaller than their total power: their troops, which often make up a large share of total power, simply aren't part of the formula.
Resetting heroes or unequipping gear does NOT lower Transfer Score
Per the in-game FAQ: "If I dismiss all my Troops and unequip my Gear, will it affect my transfer score? No, it will not lower your transfer score." Transfer Score is computed from your underlying progression — gear and charm levels you own, hero levels you've reached, pet and expert progress — not from your currently-equipped or currently-deployed state. Resetting heroes and unequipping gear are useful for getting under the Power Cap (see Dropping Power below), but they will not lower your pass cost.
🎫 Transfer Passes
Transfer Passes are the currency you spend to move states. The number you need is based on the ratio between your Transfer Score and the target state's Transfer Rating (the combined Transfer Score of the top 100 active chiefs in your transfer group). The cost ranges from 1 to 50 passes.
The primary way free-to-play (F2P) players collect passes. Available once your state unlocks transfer eligibility (Fire Crystal 5).
150,000 Alliance Tokens per pass
Refreshes weekly on Monday reset
Start stockpiling immediately, even if you're not planning to transfer. States can turn bad fast, and you don't want to be stuck without passes when you need them
Purchase packs that unlock sequentially. Each tier unlocks after buying the previous one. Limits reset on the 1st of each month.
$4.99 for 1 pass (best value per pass)
$9.99 for 2 passes
$19.99 for 3 passes
$49.99 for 4 passes
$99.99 for 5 passes (can buy up to 15 times)
Up to 85 passes per month total from packs
How Many Passes Will You Need?
The exact formula isn't public. The system compares your Transfer Score against the average Transfer Score of all states in your transfer group. The stronger you are relative to your group, the more passes you need. A rough rule of thumb is about 1 pass per 10-20M of transfer score, but this varies significantly based on your group composition.
F2P and low spenders typically need 1 to 10 passes
Mid spenders typically need 10 to 25 passes
Heavy spenders and whales can need 30 to 50 passes
Your cost can change dramatically between transfer cycles even if your power doesn't change, because the group composition shifts. If your state moves from the oldest in its group to the youngest in a new group, costs can double or halve overnight
The 7-day event unfolds in three distinct phases. Each phase has different rules for who can transfer and how.
Scouting and negotiation, no transfers happen
The president (or transfer manager) sets the Power Cap for the state. Incoming players can browse eligible states and contact presidents to reserve spots. This is when all vetting and coordination should happen.
👑 President sets Power Cap
🔍 Players scout states
💬 Transfer Chat opens in-game
Controlled transfers via president invites
The president sends Ordinary Invites to pre-vetted players who are under the Power Cap, and Special Invites to players who exceed it. This is where most coordinated, planned transfers happen. The president needs the target player's in-game ID to send an invite.
📨 Ordinary Invites sent (up to 35 for ordinary states)
⭐ Special Invites sent (up to 3 for ordinary states)
⚠️ Invites cannot be withdrawn once sent
First come, first served, no invite needed
Anyone whose power is under the Power Cap can transfer in freely without an invite. The remaining open slots (20 for ordinary states, 10 for leading) plus any unused invite slots fill on a first-come basis. The president has no ability to block Phase 3 transfers that meet the cap. Players over the cap can still request a Special Invite during this phase if any remain.
🚪 Open slots fill first-come, first-served
🏃 No president approval needed
🎫 Transfer Passes still required
⚖️ Leading vs Ordinary States
Before Phase 1 begins, the system classifies every state in your transfer group as either Leading or Ordinary. The classification is based on the combined Transfer Scores of the top 100 active chiefs in each state. The top 20% of states in each group become Leading. This classification has major consequences for recruitment.
✓
Ordinary State (What You Want)
Most states fall here, and it's significantly better for recruitment.
58 total transfer slots: 38 from invites in Phase 2 (35 regular + 3 special) + 20 from open transfer in Phase 3
Full Power Cap control: the president sets the cap up to the system maximum for the state's progression tier
3 Special Invites: for bringing in players over the cap. One replenishes on the 1st of each month (00:00 UTC), max 3
✗
Leading State (Significant Disadvantage)
The strongest states get penalized to prevent superpowers from snowballing.
30 total transfer slots: 20 from invites + 10 from open transfer (about half of ordinary)
Power Cap locked at minimum: the president cannot adjust it at all
0 Special Invites: no ability to bring in players over the cap. Players over the cap cannot even request a special invite to a leading state
3-cycle exception: if your state is Leading for 3 consecutive transfer events, you get 1 special invite for that third cycle
Managing Your Leading/Ordinary Status
Some states intentionally manage their composition to stay ordinary. The classification is based on the Transfer Scores (not total power) of the top 100 chiefs, so a state can be very troop-heavy but still be ordinary if the top 100 don't have massive hero/gear/pet progression. There's no way to directly control it, but understanding the formula helps set expectations for each cycle.
📈 System Power Cap by Progression
The game imposes a maximum Power Cap that the president cannot exceed. This scales with your state's progression, specifically which hero generation and Fire Crystal level are unlocked. These are approximate values from community-reported data and may shift slightly between cycles.
First transfer window
Ordinary states can set the cap up to approximately 130M. Leading states are locked at approximately 84.5M.
Second and third transfer windows
Cap increases to approximately 150M-170M for ordinary states. Reports vary: some states see 150M for their second transfer and 170M for their third, likely depending on the specific group composition for that cycle.
Later transfer windows
Cap continues scaling with progression. Gen 5 states have reported caps around 200M. Gen 6 states report approximately 340-360M. Gen 7+ states report caps of 420M+. These numbers increase with each new generation unlock.
Where to Find Current Cap Numbers
The WoS Nerds community (wosnerds.com and their Discord) and Heaven Guardian (heaven-guardian.com) maintain updated cap and group prediction tables that get refreshed each transfer cycle. Check there for the most current values for your state's specific progression tier.
⬇️ Dropping Power to Transfer
If your power exceeds the target state's Power Cap and you don't have a Special Invite, you need to lower your power. There are three main techniques, and the order matters.
Remove all gear from your heroes. Even though you still own the gear, unequipping it drops your power.
Do this first, before resetting heroes
Can drop several million power depending on your gear quality
Easily reversible after you transfer
Go to Drill Camp and level reset every hero back to level 1. This drops your power substantially.
Do this second, after removing gear
You can only reset each hero once per day, so start early if you have many heroes
Close and reopen the game after resetting for the numbers to update properly
Easily reversible: you get all materials back and can re-level after transferring
If steps 1 and 2 aren't enough, you'll need to permanently dismiss troops. This is the nuclear option since troops are expensive to retrain.
Dismiss from Enlistment Office or from the troop management screen (Player Card > Troops > select type > Dismiss)
Troops in infirmary and enlistment count toward your power for cap purposes. You cannot hide them
Dismiss lower-tier troops first since they're cheapest to retrain. Keep your highest-tier troops
Some players intentionally lose troops in BIA or Castle Battle before transfer to avoid the dismissal screen
Dismissing high-level troops (FC3+) may only be available once Phase 2 starts
Check Transfer Power, Not Profile Power
Your profile power number can be misleading if you have troops in the hospital. The number that matters for the Power Cap is shown on the transfer page itself. If your profile shows 200M but you have 30M of troops healing, your transfer power is still the full amount including those injured troops. Always check the transfer page for the accurate number.
✅ Transfer Requirements
Both the transferring player and the target state must meet specific requirements. If any of these aren't met, the game blocks the transfer.
👤
Personal Requirements
The player transferring must meet all of the following:
Power under the cap (including troops in infirmary and enlistment), or have a Special Invite
Required Furnace level: varies by state age, max requirement is Furnace 30
City not in combat: no active marches, scouts, or rallies
Not in any alliance: must leave your alliance before transferring
Not president, transfer manager, or Frostdragon Tyrant
25+ days since last transfer (only one transfer per event)
Fewer than 4 characters in the target state
🌐
State Requirements
Both states must be compatible:
Same transfer group: states are grouped by age and development (hero generation, Fire Crystal level). You can only transfer within your assigned group, which changes slightly each cycle
Account age within range: your character cannot be more than 90/120/180 days older than the target state (varies by state age)
Compatible progression: unlocked buildings, available beasts, chief and hero equipment tiers must match. Use the in-game /timeline command to check differences
The president automatically becomes the Transfer Manager when the event starts. If the state has no president (lost SvS), the previous president retains transfer manager duties. The president can delegate this role to someone else.
✓
What You Can Do
Set the Power Cap: up to the system maximum for your progression tier (ordinary states only; leading states are locked)
Send Ordinary Invites: to players under the cap. Requires their player ID. Up to 35 can be sent for ordinary states (20 for leading), but only the first 35 that accept count
Send Special Invites: to players over the cap. 3 available for ordinary states (0 for leading, unless 3-cycle exception applies)
Delegate the Transfer Manager role: hand it to another player if needed
Advertise your state: in the in-game Transfer Chat
✗
What You Cannot Do
Cannot block anyone from leaving the state
Cannot withdraw invites once sent (Special Invites are returned after the event if unused, but are locked during it)
Cannot transfer yourself while holding the president or transfer manager title
Cannot prevent Phase 3 open transfers: anyone under the cap walks in freely
Cannot exceed the system max Power Cap
Cannot remove someone after they've transferred in
Invites Cannot Be Withdrawn
Once you send an Ordinary or Special Invite, it's locked in for the duration of the event. If the invited player doesn't transfer, or goes to a different state, the Special Invite is returned when the event ends, but it's unavailable during the event. Ordinary Invites that aren't accepted don't count against your 35 limit only because the game tracks "used" invites (players who actually transfer) separately. Don't send invites until your vetting is complete.
🤝 Governing Transfers as a NAP State
The mechanics above are what the game gives you. How a NAP uses them determines whether transfers strengthen or destabilize the state. The states that come out of transfer stronger are the ones whose council wrote the rules down before the window opened. The ones that get wrecked ran the event on private R5 DMs and verbal promises.
The thesis: six decisions, written down before the window
What follows is six decisions a NAP council should vote on, pin in NAP chat, and make visible to every member before the council issues a single invite. Plus the setup that has to be in place to run them, and the publication step that closes them out.
🏛️
Setup · Transfer Discord
Every well-organized state runs a dedicated Discord server (separate from the main state Discord) for transfer applicants and council coordination during the window.
Application channel: where potential transfers submit their info (player ID, power breakdown, reason for leaving, group size)
State rules and expectations pinned: NAP structure, SvS expectations, activity requirements, castle rotation
General chat open so candidates can ask questions and feel out the community before committing passes
No advertising of other states: this is your recruiting tool, not a marketplace
1 · Slot allocation runs on contribution
Slots get allocated by what alliances actually put into the state, not by alliance size, seniority, or president preference. The clearest signal is the prior cycle's SvS prep contribution — leech-resistant, can't be faked with a quick spend, filters for active members instead of acquisitive ones. Each alliance gets a share of regular invites and a claim on specials proportional to what they contributed last cycle.
⚙️
The working pattern
A council pre-publishes a slot table before the window opens, anchored on prior-cycle prep rank.
Each alliance vets its own candidates against that allocation — they know their own roster better than the president does
Council retains a vote-veto on any candidate any other alliance flags
Specials are decided by council vote, not by the president alone
The formula resets every cycle so under-contributing alliances aren't locked out forever
🎚️
Power Cap as gatekeeper
The Power Cap is your primary mechanical filter on top of allocation. Set it based on what the council agrees on.
System max is usually the right choice for most states (e.g. 130M for Gen 3/FC5). Going lower is rarely worth it unless you specifically want to block certain mid-power players
Anyone over cap needs a Special Invite — this is your veto on strong incoming players
Save Special Invites for whales who will actually contribute to SvS and respect NAP rules, not just inflate power numbers
Leading states have no cap control: their only protection is the locked minimum cap itself
2 · Vet every candidate the same way
The community has converged on a five-step vetting workflow. Run every candidate through every step. The point is not paranoia — it's that the same workflow applied consistently catches the players who can't fake it across all five.
Verifiable history check
Create an alt in the candidate's current state. Pull rankings, look at kill counts, check who they associate with. Anything that contradicts what they said about themselves shows up here.
Tone and intent read
Discord is rehearsed. In-game chat catches how they actually talk. Notice whether they ask about your state's needs or only about what your state offers them. The latter is a tourist.
Catch the wrong fit early
Ask a question that aggressive players answer enthusiastically without realizing it's a filter. For a NAP state, the standard one is "What do you think of Brothers in Arms?" — an enthusiastic answer about burning cities is an instant no.
Vibe check, both directions
Ask the candidate to make an alt in your state and lurk for a week. Filters out impulsive jumpers and lets the candidate vibe-check your community before spending passes. Anyone who can't wait a week isn't going to last a season.
Serial-jumper filter
Anyone who needs to move now and can't wait one cycle is almost certainly running from something they don't want you to know about. The waitlist is also a smoothing tool when more good candidates show up than slots allow.
Sixth step: honor inter-state warnings
If a leader from the candidate's origin state DMs your transfer manager warning you off, reject. Cross-state reputation is the only mechanism the game has for blacklisting bad actors, and it only works if states honor each other's warnings.
3 · Mega-whales: probation, not a strict ceiling
The most contested question in NAP transfer governance is whether to write down a "never invite a whale stronger than ours" rule. Strict ceilings tend to fail through adverse selection — any whale strong enough to be useful is strong enough to read your rule as insecurity, route around you, and the ones who do accept are usually the ones nobody else wanted. Open doors fail the other way: an inactive mega-whale raises your matchmaking weight without contributing battle output, and you've matched into a fight you can't win.
The working middle: probation
The whale gets the invite. The invite is conditional. The community phrasing — from the most-upvoted comment on the canonical r/whiteoutsurvival "Transfer and whales" thread — is "make them wait a few SvS to get NAP full privileges. Let them prove themselves and earn their place." Two SvS cycles of demonstrated participation is the working norm. Until then, the new whale is a peace-protected member of their host alliance and nothing more. The individual-level perks a trusted whale normally receives — and that a probationary whale doesn't:
Permanent R4 promotion — event-scoped temp R4 only, demoted after the event until trust is established
Designated rally-lead status on the alliance's big-ticket rallies (Crazy Joe, Mercenary Prestige, Bear Trap)
Bear Trap placement priority — the closest-to-bear teleport slots are earned, not granted on arrival
Minister appointments from the President — the state-buff titles don't go to whales the council hasn't vouched for
The conditions are written into the invite offer before it's sent. Status is earned through contribution, not granted on arrival. Alliance-level allocations like stronghold rotation and L4 facility access aren't on this list because they belong to the alliance, not the whale — those are covered in the whole-alliance migration rules below.
Behavioral auto-rejects regardless of probation
Any whale who arrives demanding R4, a minister title, or rally-lead status on day one
Any whale who no-shows for SvS battle or doesn't bubble during state defense
Any whale who solo-hits a stronghold against state markers
Any whale who arrives with a "bring my friends in too" demand that wasn't part of the original deal
4 · Whole-alliance migrations — split by default
This is the highest-variance decision a NAP makes. Done well, you absorb a strong SvS asset and your state moves up a tier. Done badly, you get a parallel power structure that breaks your NAP within two cycles.
Distribute incoming groups across two or three existing NAP alliances rather than handing them one alliance whole.
Two cultures don't merge cleanly inside a 100-player roster — they form factions
Factions become a coup risk within two cycles
Splitting forces integration into your state's existing R5 cultures rather than preserving the imported one
For a group that genuinely cannot be split — the ones who only joined because they're staying together — use a shell alliance.
Find a near-empty alliance in your state and slot the group into it for the first cycle
No NAP voting rights, no stronghold rotation slot, no Level 4 facility allocation during the probationary cycle — alliance-level NAP privileges are gated behind a full SvS of demonstrated alignment with the council
Formalize their NAP seat — and the rotation/facility allocations that come with it — after one SvS
Alliance-level NAP rotation is earned, same as individual probation
The Reddit canon on this is direct: "Are they bringing in their whole alliance and instantly want NAP privileges such as strongholds and level 4 facilities? It's ok to make them wait a few SvS to get NAP full privileges." An incoming alliance does not enter the stronghold rotation or the L4 facility allocation on arrival, even after their members are formally inside the NAP. They get peace, growth, and a path; the rotation slots come after a SvS where they showed up and contributed.
Hard rule: no R4/R5 imports without member-visible discussion
Incoming groups don't take R4 or R5 spots in an existing alliance unless the council and the affected alliance's existing members have discussed it openly first. R5s who quietly hand top ranks to incoming leadership without telling their own members are the recurring cause of NAP-breaking defections.
Multi-cycle commitments must be written
Any "we'll give you slots this cycle and more next cycle" promise must be written and R5-signed in NAP chat before the window opens. Verbal promises break the moment migrants burn their tickets and find themselves in a state where the host's strongest alliance reneged on arrival.
Plan for partial retention on any whole-alliance migration regardless of how well it goes. The members who arrive are the active ones; some fraction of every group always evaporates in the chaos.
5 · The transparency contract
Decisions made outside NAP chat — secret votes, backroom invites, "no information that passed through this NAP chat" — are the most common cause of NAP collapses. The fix is a written transparency contract everyone votes on before the window opens.
📝
Every invite announced before it's sent
No exceptions, regular or special. Each announcement carries:
Player ID
Current power
Origin state
Sponsoring alliance
Slot category (regular vs special)
A 24-hour gap between announcement and send so other alliances can flag concerns from their own intel
🗳️
Specials require a council vote
No unilateral specials, even from the president. Any over-cap candidate triggers a council vote regardless of which alliance is sponsoring them.
Simple majority, one vote per NAP alliance
Vote happens in NAP chat, on the record
If it isn't in NAP chat, it didn't happen
6 · Account flips after arrival = re-vet
An account that passes vetting and then quietly changes hands is the hardest exploit to catch. The signals worth watching:
🔄
If an account changes hands post-arrival, the new owner gets re-vetted
Sudden timezone shifts in active hours
Language or tone changes in chat
Sudden playstyle changes — a farmer becoming a city-burner overnight
A re-vet doesn't mean expulsion. It means privileges pause until the council confirms who is actually behind the account.
Publication · Communicate the rules before they arrive
Potential transfers should know exactly what they're getting into before they spend passes. Pin these in your transfer Discord and reference them in every invite.
📌
The pre-arrival pin
NAP structure: which alliances are in the NAP, what NAP number, non-aggression boundaries
Castle rotation: who holds castle and in what order
Stronghold and Fortress rotation: which alliances rotate and how
SvS expectations: prep contribution minimums, participation requirements
Activity requirements: daily minimums, Alliance Mobilization thresholds (e.g. 3,000 per week)
Discord requirement: is Discord participation mandatory?
Probation terms for any whale invite: how long, what's gated, what re-evaluation looks like
Account-flip policy: privileges pause and re-vet on suspected handoff
The pattern
Every state that ran transfer well, and every state that wrecked itself, ran on the same pattern. The well-run states had decisions written down before the event opened. The wrecked states made decisions under pressure during the event. The mechanics give you the window. The governance has to be done before.
⚠️ Transfer Disasters to Watch For
These problems come up repeatedly in state transfer discussions across the community. Every one of them has killed states.
Unvetted Whale Goes Rogue
A strong player transfers in, doesn't respect NAP rules, and starts burning protected alliance cities. Nobody can enforce punishment because they're afraid of retaliation. The president has no in-game ability to remove them.
Prevention: the Power Cap + Special Invite system exists for exactly this. Anyone strong enough to be dangerous needs council-approved vetting before getting an invite. Any player who insists on a Special Invite but won't go through vetting is a red flag
Splinter Alliance Forms
A transfer group arrives, decides they'd rather do their own thing, and forms a rogue alliance outside the NAP. They skip SvS prep, fight over facilities, and weaken the state's coordination.
Prevention: state clearly upfront that transfers join existing alliances. Screen for this during vetting by asking about their intentions and whether they want to start their own alliance. Groups that insist on staying together in their own alliance are a warning sign
Sold Account Changes Hands
A whale account gets sold to a new player who doesn't know the state's alliances, NAP rules, or history. They accidentally (or intentionally) hit allies during Castle Battle because they don't recognize who's who.
Prevention: when an account changes hands, treat it as a new transfer. Re-vet the new owner and re-brief them on state rules. Watch for sudden personality changes, timezone shifts, or language changes on established accounts
State-Jumpers Who Leave After One Cycle
Players transfer in, take advantage of the state's resources and events for one cycle, then transfer out to the next state. They took one of your limited slots and gave nothing back.
Prevention: during vetting, ask "You could join us next window only, is that okay?" Impatient players who need to move immediately and can't wait are often serial jumpers. Also ask about their transfer history if you can make an alt in their current state
Transferring resets significant parts of your account. Know what you're giving up before you commit.
🏙️
City & Resources
Random teleport with a 24-hour shield in the new state
Resources above Storehouse protection are lost: consume or convert them to inventory items before transferring
Resources in your inventory (backpack) are safe
All group chats removed: you'll need to rejoin or create new ones
📊
Event Progress Resets
Arena: points reset to 1,000, ranking starts over
Fishing Tournament: progress ends, unclaimed rewards sent to mail. If you had a pass, all tier rewards are reissued. If not, only achieved tiers
Armament Competition / Officer Project: milestone rewards tallied, ranking data deleted
Hero Rally: involvement discontinued, rewards tallied. Pass holders get all tiers reissued
Tundra Adventure: progress and tile levels reset, but you keep your dice. Illusion dice, adventure coins, and Odyssey mission progress are reset
Emporium of Enigma: Thorns carry over only if the new state has the event open. If not, they're removed. Exchange them before transferring
Vault of Enigma, Mia's Fortune Hut, Symphony of Change: progress ends, unclaimed rewards sent to mail
🎁
Things That Reset in Your Favor
Packs reset: all regular and limited-time packs can be repurchased (this is a significant benefit for spenders)
Alliance Mobilization: you can earn all threshold rewards again in the new alliance, and your score adds to the alliance total
Alliance Showdown: you can earn threshold rewards, but your score won't count for alliance ranking and you can't earn personal ranking rewards
States are divided into groups each cycle based on age and progression. You can only transfer within your group. Groups are announced approximately 3-4 days before the event and can shift between cycles as new states get added and older states progress to new tiers.
Finding Your Group
Check the in-game Transfer Event interface when Phase 1 opens. It shows your group and all eligible states. Community sites like Heaven Guardian (heaven-guardian.com) and WoS Nerds (wosnerds.com) also publish predicted group lists before each cycle.
Group Composition Affects Your Pass Cost
Your Transfer Score stays the same, but your pass cost can change dramatically between cycles because the states in your group change. If older, stronger states leave your group and younger states join, the average Transfer Score drops, making your score relatively higher, which means more passes. This is the #1 reason players see sudden cost spikes without making any upgrades themselves.
Summary
State of Power (SvS) is a monthly event where two servers compete head-to-head. First you spend 5 days burning stockpiled items for points (Prep Phase), then you fight a 12-hour real-time war over a central castle (Battle Phase). The ultimate prize is the presidency: the state that wins Prep keeps its own president, and if one state wins both phases, it gains control over the losing state for two weeks.
Stop spending items 2-3 weeks before SvS and stockpile everything: speedups, gems, hero shards, Fire Crystals, Wild Marks, Mithril, and stamina cans. Avoid spending during the weekend matchmaking window right before Prep starts too, because the game matches your state against one with similar power and you want to look as weak as possible.
Each Prep day scores different item types (Fire Crystals and construction on Day 1, Lucky Wheel and hero shards on Day 2, beast rallies and pet materials on Day 3, troop training and hero gear on Day 4, everything else on Day 5). Using the right item on its matching day is huge, and using it on the wrong day scores zero. Save at least 80K gems for Lucky Wheel spins because at 8,000 points per spin it is one of the biggest point sources available to any player.
Prep Phase matters more than Battle Phase. The state that wins Prep keeps its own president even if it loses the castle fight, and the castle fight takes place in the losing state's territory so the Prep winner's own castle stays safe. If your state can't compete militarily, go all-in on Prep because a Prep win alone protects the presidency.
You get most of your troops back after Battle Phase. A recovery phase called Field Triage lets you revive up to 90% of everything you lost, so fight with full marches instead of holding back. Keep a peace shield on your city at all times during Battle, because any unshielded city will get zeroed.
SvS is won by the whole state, not just the top alliance. Every player contributes through gathering, beast rallies, and troop training during Prep, and even small armies earn points by joining rallies during Battle. Get your state on voice chat (Discord or similar) for Battle Phase, because real-time coordination during the castle fight is what separates winning states from losing ones.
System pairs states by power based on total state strength. Day 2 reveals your opponent.
5 daily stages for earning points through upgrades. The winning state gets Battle Phase buffs and their castle is protected (battle happens in the losing state's territory).
Cross-state PvP combat. Teleport to enemy state, attack cities, join rallies. Castle Battle starts at 12:00 UTC.
Revive up to 90% of troops lost in cross-state combat with alliance help via Rebirth Tomes.
First SvS Timing
Your state's first SvS occurs around Day 80. Check your VIP screen to see consecutive login days, which equals your state's age. The Preparation Phase always starts on Monday.
📝 Preparation Phase (5 Days)
Points for building upgrades and construction activities.
Fire Crystals — Use these now for Furnace upgrades
Construction Speedups — All building speedups count
Research Speedups — Tech tree progress scores points
Training Speedups — Troop training contributes
Chief Charm — Levels on this personal accessory provide construction buffs
Points for hero development and skill upgrades.
Hero Shards — Use shards to ascend heroes (this is what awards points)
Lucky Wheel spins — 8,000 points each
Expert Sigils — Consumable items used for hero skill upgrades
Gathering — Complete resource gathering trips
Points for pet and beast activities.
Wild Marks — Pet refinement materials (15K points for Advanced)
Beast hunts — Hunt beasts on the map
Polar Terror rallies — Alliance boss fights on the world map; 30,000 points per rally
Points for hero gear, equipment, and troop training/promotion.
Hero Gear Essence Stones — 4,000 points each
Widgets — Consumable items for upgrading hero gear stats
Mithril — A rare hero gear crafting material; 144,000 points (save for this day!)
Troop Training — Train and upgrade troops
Extended final day — everything counts! Use all remaining items.
Pet advancement — Major power gains here
Chief Gear — Upgrade all chief equipment
Fire Crystals — Any remaining Furnace upgrades
All Speedups — Construction, research, training
Hero Shards — Can use remaining shards here
Green = Use it! Red = Save it. OK = Acceptable but not optimal.
Item
⛔
✅
⛔
⛔
🆗
Lucky Wheel
⛔
✅
✅
⛔
⛔
Gathering
🆗
✅
⛔
⛔
🆗
Beast Hunts
⛔
⛔
✅
⛔
🆗
Wild Marks
⛔
⛔
✅
⛔
🆗
Pet Advancement
⛔
⛔
🆗
⛔
✅
Chief Charm
✅
⛔
✅
✅
⛔
Chief Gear
🆗
⛔
⛔
⛔
✅
Widgets
⛔
⛔
⛔
✅
✅
Hero Gear
⛔
⛔
⛔
✅
✅
Mithril
⛔
⛔
⛔
✅
🆗
Fire Crystals
✅
⛔
⛔
⛔
✅
Speedups
✅
🆗
🆗
🆗
✅
✅ Best day 🆗 Acceptable ⛔ Save it
Prep Phase Winner Advantages
Presidency guaranteed: If you win Prep, your presidency is safe regardless of Castle Battle outcome
Castle protection: Castle Battle takes place in the losing state's territory — your Sunfire Castle can't be attacked
Battle Phase buffs: Healing Speed and Enlistment Office Capacity buffs during Battle Phase
Point Values to Know
Key point values across all stages:
Fire Crystal: 2,000 points
Refined Fire Crystal: 30,000 points
1 min Speedup: 30 points (Construction/Research/Training)
Lucky Wheel spin: 8,000 points
Mythic Hero Shard: 3,040 points
Epic Hero Shard: 1,220 points
Rare Hero Shard: 350 points
Mithril: 144,000 points
Hero Gear Essence Stone: 4,000 points
Advanced Wild Mark: 15,000 points
Common Wild Mark: 1,150 points
Polar Terror rally: 30,000 points
Save Items Before SvS
Don't use Fire Crystals, speedups, hero shards, or Wild Marks in other events if SvS is coming. Stockpile for 2-3 weeks before SvS to maximize your Prep Phase score.
💡 Prep Phase Timing Tricks
These non-obvious strategies can boost your prep phase score without spending more resources.
🌙
Start Gathering Day 1 Night
Points are awarded when marches RETURN, not when they start.
The trick: Begin gathering before Day 2 reset so marches return during the event window
Buff stack: Use 24h Gathering Speed Boost (600 gems) before sending marches
Pet synergy: Musk Ox pet skill (level 4+) can be used twice for extra speed
⏰
Queue Troops Day 2 for Day 4
Troop training points count when training COMPLETES, not when it starts.
The trick: Use Training Capacity Enhance boost (+200% capacity) on Day 2
Calculate timing: Set training to complete during Day 4
Result: Double the troop points without using Day 4 speedups
🐻
Beast Rally Timing
The Beast Hunt event can overlap with Day 2, but you should wait for Day 3.
Do NOT: Call beast rallies on Day 2 even if the "Hunt" event starts
Why: Beast Hunt lasts 48 hours — wait for Day 3
Result: Get BOTH daily event rewards AND SvS Beast Slay points
⬆️
Promote Instead of Train
Promotion earns fewer points per troop, but each promotion is so much faster that you get nearly 2x more points per minute of speedup used.
The math: Promotion points = difference between tiers (T9→T10 = 60 - 45 = 15 pts). But promotion takes only 21s vs 152s to train T10 from scratch
Result: 0.71 pts/sec for promotion vs 0.39 pts/sec for training = 1.82x more points per speedup minute
Strategy: Train one tier below your max between SvS events, then promote on Day 4 before using speedups for fresh training
👑
Wait for Presidential Buffs
Coordinate with your President to activate buffs before big spending days.
Day 1: Construction speed buff (Mercantilism)
Day 2: Research speed buff (Research Advancement) — research training techs early!
Day 4: Troop training buff (Mobilize)
Minister positions: Vice President (+10% construction, research, and training), Minister of Education (+50% training, +200 capacity)
What Doesn't Count (And What Does)
General Shards: Points come from ascending heroes, not from converting shards — general shards used during ascension count in SvS (the "General Shards excluded" rule only applies to Alliance Mobilization)
Gem Speedups: Using gems to instant-complete doesn't give speedup points
The main PvP event. Teleport to the enemy state, attack cities, and fight for the Sunfire Castle.
⏱
Battle Phase Timeline (Saturday UTC)
10:00 - 12:00: Cross-state teleportation opens. Attack enemy cities for points.
12:00 - 17:00: Castle Battle begins in the losing state's territory (5 hours max).
Win condition: Hold castle for 2.5 consecutive hours OR longest total time over 5 hours. "Consecutive" is per-state — different alliances from your state can rotate and the timer keeps running.
After Castle: PvP continues until 22:00. Don't forget to shield!
22:00: Battle Phase ends. Field Triage begins.
💰
How Points Work in Battle Phase
Points are earned by killing enemy troops AND by losing your own troops in cross-state battles.
T11 troops: 15 points per kill/loss
T10 troops: 13 points per kill/loss
T9 troops: 11 points per kill/loss
T8 troops: 9 points per kill/loss
T7 troops: 7 points per kill/loss
Castle/Turret occupation: 1 point per 1,000 power per 60 seconds
Furnace Level rule: Only get points from enemies within 3 Furnace levels of your own
The 3-Level Rule
You only earn points from fighting enemies within 3 Furnace Levels of your own (higher or lower). FC30 players get points from FC27-FC33. To bypass this, join rallies - the rally captain's level is used instead.
🎯 Battle Phase Tactics
The Reality of Competitive SvS
Coordination beats power. Well-organized states with timing and communication routinely defeat stronger but disorganized opponents. The tactics below are what separate winning states from losing ones.
AB
The AB Strategy (Minimum to Compete)
Two-alliance coordination is the baseline for competitive SvS. States that don't use this lose to states that do.
Alliance A (Hold): Strongest players occupy castle and accumulate time
Alliance B (Counter-Rally): Launches rallies timed to hit 10-15 seconds AFTER enemy lands
Why it works: When enemy takes castle, they typically have <500K troops left. Alliance B knocks them out before reinforcement
After counter: Alliance B exits, Alliance A reoccupies the castle
Optional Alliance C: Dedicated turret control or third counter-rally wave
2-3x
Double/Triple Rally Timing
Landing multiple rallies within seconds is how you break defended castles.
Calculate march times: Each rally leader needs to know their exact timing (e.g., 25s, 30s, 32s)
Longest goes first: If timings are 32s, 30s, 25s — the 32s caller launches first
Target window: All rallies should land within 0-1 seconds of each other
First rally effect: Destroys enemy infantry, making second/third rallies devastating
Discord countdown: "3... 2... 1... next rally" for precise synchronization
👻
Ghost Rally (Counter-Rally)
A counter-rally from a different alliance that the enemy doesn't see coming.
Setup: Alliance A holds castle. Enemy Alliance B has rally incoming.
The ghost: Friendly Alliance C times rally to hit RIGHT AFTER Alliance B lands
Why "ghost": Enemy watches Alliance A, doesn't see Alliance C's rally coming
Key timing: Only let joiners join in last 2 minutes to minimize detection
If enemy fails: Alliance C cancels their rally
🔄
Soft Reset (Castle Handoff)
Keep your strongest player constantly attacking while maintaining castle control.
Step 1: Large whale (heavy spender) takes castle
Step 2: Smaller whale relieves large whale (large whale exits and starts new rally)
Step 3: Smaller whale exits BEFORE enemy rally hits
Step 4: Large whale's rally lands immediately after
Result: Continuous castle control with your best player always on offense
📍 Positioning Strategy
🔴
Red Zone vs Gray Zone
Where you position determines your survivability and effectiveness.
Red Zone: Immediately around Sunfire Castle — highest danger, only strongest players
Gray Zone: Outer ring around red zone — safer for joiners
Joiner positioning: Stay ~4 minutes march time from castle, NOT in red zone
Hide your trail: Use gems to speed up marches so enemies can't track your location
If attacked: Random teleport rather than lose troops if you can't defend
⚔️
Red Zone Warfare
Offensive tactics when fighting in the danger zone.
Target garrison leaders: Their best heroes are in castle, not defending their city
Don't fear troop loss: Up to 90% return via revival — losing troops for points is worthwhile
Target weak rally setters: Scare them from sending heroes to castle
Rally/march enemy cities: Even weaker players — they're joining enemy rallies
Garrison Leader Vulnerability
When you're the garrison leader in castle, your best heroes are locked inside. Your city is defenseless. Allies should reinforce garrison leaders to protect them from opportunistic attacks.
🛡️ Troop & Hero Management
%
Troop Ratios for Castle Battle
There are three troop types: Infantry (melee tanks), Lancer (flanking damage), and Marksman (ranged damage). Infantry absorbs turret damage. A castle without infantry is a castle already lost.
Castle Defense: 60% Infantry, 20% Lancer, 20% Marksman
Attack Rally: 50% Infantry, 20% Lancer, 30% Marksman
Why infantry matters: Turrets target infantry first — without it, your troops melt
Troop tiers: T10/T11 priority for castle. Highest tier = more damage AND survivability
🔀
Hero Switching
Different heroes for different situations — switch IMMEDIATELY after taking castle.
Attack rallies: Jessie and offensive heroes for maximum damage
Castle garrison: Switch to Patrick and defensive heroes the MOMENT you take castle
Third rally trick: If castle is softened, third rally joiners can use Patrick directly
Dedicated watcher: Assign someone to monitor hero/troop formations in real-time
Formation Monitoring is a Full-Time Job
Competitive states assign a dedicated player to watch troop ratios and hero formations in every rally and garrison. They call out when someone sends wrong heroes or ratios. Don't be afraid to kick rally joiners who don't follow the plan.
🏰 Turret Control
🎯
Turret Mechanics
Turret behavior: 4 turrets surround the castle, firing mortars at the garrison continuously
Suppression: In normal castle battle, a turret stops firing only if the same alliance holds both turret and castle. During SvS, any alliance from the same state counts as friendly
Damage scaling: The longer a turret is held, the stronger its attacks become AND the faster it fires (cooldown decreases from ~5 min to ~1 min)
Infantry priority: Turrets target infantry first — a castle without infantry will melt
🛡️
Turret Coordination
Assign turret duty to a separate alliance so your main castle team can focus.
Defensive: Allied turrets don't fire at your castle — easier troop maintenance
Offensive: Time your rallies to hit when enemy turrets damage their garrison
Assignment: One alliance handles turret control so castle team can focus
Weaker states: Focus turrets for points when castle is out of reach
🎙️ Communication & Coordination
Voice Chat is Mandatory at Competitive Levels
States that use Discord voice calls during Castle Battle consistently outperform those using only text. Real-time coordination for rally timing, reinforcement calls, and hero swaps makes the difference.
👥
Dedicated Roles During Battle
Countdown Caller: Times rally launches — "3... 2... 1... go"
Formation Monitor: Watches hero/troop ratios, calls out mistakes
Radar Watcher: Tracks incoming enemy rallies and marches
Reinforcement Coordinator: Directs who reinforces whom
Healing Coordinator: Ensures everyone taps "send help" constantly
Practice Makes Perfect
Use your state's internal Sunfire Castle battles to practice rally timing and coordination. Even experienced players need drills. The state that practices together wins together.
🏰 Cross-State Castle Battle
The climax of SvS. Fight for control of the Sunfire Castle in the losing state's territory.
Winning Prep Phase = Home Field Advantage
Castle Battle happens in the losing state's territory. If you win Prep, the fight is in enemy territory — you have less to lose. Even if you lose Castle Battle, your presidency is protected because you won Prep Phase.
🏆
Castle Battle Rules
Duration: 5 hours maximum (12:00 - 17:00 UTC)
Win condition: Hold for 2.5 consecutive hours OR longest total time
Turret synergy: Same-state turrets won't attack your castle garrison
Alliance buildings: Cannot be attacked during SvS (safe garrison location)
✓✓
Won Prep + Won Castle = Total Victory
Your alliance leader (R5) appoints a Supreme President to rule both states for 2 weeks. They have 10 hours to choose — if they don't pick, they become president by default.
✓✗
Won Prep + Lost Castle = Safe
Each state appoints their own President. Your presidency is preserved because you won Prep Phase.
✗✓
Lost Prep + Won Castle = Safe
Each state appoints their own President. Defending your Castle saved your presidency despite losing Prep.
✗✗
Lost Prep + Lost Castle = Conquered
Enemy alliance leader appoints a Supreme President who rules your state for 2 weeks. The worst outcome.
Key Takeaway
If your state wins the Preparation Phase, your presidency is safe regardless of Castle Battle outcome. This is why weaker states focus heavily on winning Prep - it's insurance against losing Battle Phase.
🚀 Cross-State Teleportation
You get 3 free teleports to the enemy state when Battle Phase begins.
Free teleports: Random location in enemy state, then can return home
Advanced Teleporters: Required for specific location targeting in enemy territory
Can teleport anywhere: Even inside enemy Alliance territories during SvS
Bookmark targets: Scout enemy state before Battle Phase to mark weak targets
Teleportation Removes Reinforcements
If you teleport to the enemy state, you lose all reinforcements stationed in your city. Teleporting within your own state keeps reinforcements intact. Plan carefully!
Smart Teleportation Tips
Before Battle Phase: Scout the enemy state and bookmark weak, unshielded targets near their Sunfire Castle. Also bookmark a safe spot in your home state so you can quickly teleport back and shield if needed.
🛡 Protecting Your Troops
The biggest fear in SvS is losing troops. Here's how to stay safe.
🛡
Shield Strategy
Shields are your primary defense. Plan your shield usage for the 12-hour Battle Phase.
Use a 24-hour shield if you don't plan to participate in Battle Phase
Two 8-hour shields work if you need to attack and then re-shield
30-minute cooldown: After attacking, you can't shield for 30 minutes!
Shield drops when attacking: Starting any attack or joining rallies removes your shield
🏡
Garrison Alliance Buildings
If you run out of shields, send your troops to garrison alliance buildings.
HQ and Banners cannot be attacked by enemy states
Your city can still be attacked but troops are safe in garrison
Request reinforcements from alliance mates if you're about to be attacked
After Castle Battle = Still Dangerous
A common mistake: thinking SvS ends when Castle Battle ends. Battle Phase continues until 22:00 UTC. Players often get caught without shields during this window. Re-shield immediately after any engagement!
🩹 Field Triage Phase (Troop Revival)
After Battle Phase, you can revive up to 90% of troops lost in cross-state combat.
➕
How Revival Works
Base revival rate: 30% of troops lost in Battle Phase
Rebirth Tomes: Each player gets 20 to share. Request up to 50 (+50% revival)
Revival Potions: Buy with gems (2,250 total for +10% revival)
Maximum revival: 90% (30% base + 50% tomes + 10% potions)
+20% Healing Speed buff: Automatically activated state-wide for both states (winner and loser)
Rebirth Tome Etiquette
If you lost very few troops, wait before requesting Revival Assistance. Let players with major losses get helped first. The Triage Phase lasts 2 days - there's time for everyone.
Farm Account Trick
If you have farm accounts (secondary accounts used to gather resources) in your state, temporarily invite them to your alliance during Triage Phase. Their 20 Rebirth Tomes can help main accounts recover faster.
🎁 Rewards
Key Reward Currencies
Sunfire Tokens: Spent in the Sunfire Castle shop for hero shards, speedups, and exclusive items
State Medals: Accumulated across SvS events — unlock state titles and cosmetic rewards at medal milestones
Shot Tokens: Used in the Lucky Shot minigame for bonus prizes during SvS
💎
Preparation Phase Rewards
Daily Personal Milestones: Sunfire Tokens, Gems, Speedups, Resources
Daily Alliance Milestones: Tokens, Manuals, Speedups
State Medals: 1 medal for reaching 3rd milestone each day (6 total possible per SvS)
Ranking Rewards: Hero Shards (Hero of the Season), Gems, Resources
🏆
Battle Phase Rewards
Personal Milestones: Sunfire Tokens, Fire Crystals, Shot Tokens
Winning State: Sunfire Tokens, Gems, Advanced Teleporter, Deployment Boost (troop capacity buff)
Losing State: Still gets rewards, just fewer tokens
Top Rankings: Hero Shards, City Skins, Fire Crystals
Don't Leave Your Alliance
If you leave your alliance before rewards are distributed (about 24 hours after Battle Phase ends), you forfeit all Alliance rewards. Wait until you receive them!
💰 F2P vs Spender Strategy
🌟
F2P Strategy
Focus on contributing to state victory rather than personal rankings.
Stockpile items for 2-3 weeks before SvS
Hit all personal milestones for State Medals and rewards
Help with Prep Phase - every point helps your state
During Battle Phase: Reinforce strong allies, join rallies for points
Shield when not active - losing troops hurts more than gaining points helps
Donate Rebirth Tomes to allies who fought hard
💎
Spender Strategy
Push for rankings while leading state efforts.
Save premium items (Mithril, Refined Fire Crystals) for SvS
Time spending strategically: Wait until final day if competing for rank
Lead rallies against enemy Castle and cities
Coordinate with alliance on who leads Castle assault
Use President buffs if available during Prep Phase
The winning alliance's leader (R5) has 10 hours to appoint a State President from their alliance (defaults to R5 if no pick is made). If you win both Prep Phase AND Castle Battle, the appointee becomes the Supreme President ruling both states for 2 weeks.
⚡
State-Wide Buff Skills (45K Authority, 7-day CD)
These benefit ALL players in the state, regardless of alliance:
Medical Advancement: +50% healing speed state-wide
Mercantilism: +10% construction speed for 24 hours
Research Advancement: +10% research speed for 24 hours
Mobilize: +30% troop training speed for 24 hours
Supreme President's Will: +10% Troop Lethality for 24 hours — Supreme President only
📢
Communication Powers
The Board: Post announcements sent to every player's inbox (6hr cooldown)
Presidential Declaration: Urgent state-wide notices (24hr cooldown)
🎯
Player Control Skills (27K Authority each)
State Search: Find any player's exact location on the map
Forced Exile: Random teleport a player (doesn't kick them from state)
Ceasefire: Tactical skill for stopping conflicts
👥
Appointments & Rewards
6 Ministers: Appoint players who receive specific buffs (research, construction, training)
6 Criminals: Assign debuffs as punishment
Reward Distribution: General's Gift (best rewards) + 30 player rewards to hand out
Personal Gems: 1,200 gems/day via Receive Tribute (costs 81K Authority)
🎨
One-Time Abilities
Rename State: Change the state's name (one-time per presidency)
Change State Flag: Update to any country flag (one-time per presidency)
How Authority Works
Authority powers presidential skills. It's generated by:
Daily Activities: Each player contributes up to 65 Authority/day by completing missions and gathering
Spending Authority:
Buff Skills: 45K Authority each (see above)
Receive Tribute: Spend 27K Authority up to 3x/day (81K total) to receive 1,200 gems (300 + 400 + 500)
Summary
Alliances fight for control of a single castle in a 5-hour battle. Hold for 2.5 consecutive hours for an instant win, or accumulate the most total hold time when the timer expires. This guide covers both variants: the domestic Sunfire Castle (held every 2 weeks within your own state) and the cross-state SvS Castle phase (the final phase of State of Power, held every 4 weeks against a rival state). Almost all mechanics are shared — the differences are flagged in the mode-specific section below.
Put Jessie (attack hero) in Slot 1 when attacking and Patrick or Sergey (defense heroes) in Slot 1 when defending, because only the first hero's first expedition skill applies for rally joiners.
Only the 4 joiners with the highest-level 1st skill contribute their buff. Late joiners with a higher-level skill replace earlier joiners with a lower one, so have the right hero equipped before the rally posts and join fast.
Double rallies (two rallies launched nearly simultaneously, weaker first) are the primary technique for breaking a defended castle, since Rally #1 depletes the garrison's infantry and Rally #2 captures the weakened position before reinforcements arrive.
Teleport close to the castle 1 hour into storm phase, because the slow zone around the castle means distant cities take minutes to reach rallies while nearby cities arrive in seconds.
If you're holding the castle in the final 5 minutes, a solo enemy march can't take it back — the minimum rally setup time already runs out the clock. Hold what you have, don't gamble.
🏰 The Battlefield
🏰
The Castle
The objective. Rally to attack it, or reinforce to defend it. One march per player at a time.
🗼
4 Turrets
Fire at castle holders. Target infantry first. Get stronger the longer held. Friendly-fire rules differ between modes (see below).
🐌
Ruin Zone
Slow march speed around the castle. Position your city close before battle starts.
⚡
Alert Zone
Shields disabled here. Cities inside get randomly teleported 2 hours before battle (storm phase).
🎯 Attack vs Defense Mode
The battle constantly swings between attack and defense. When the shot-caller posts "ATTACK MODE" or "DEFENSE MODE" in alliance chat, swap your Slot 1 hero and adjust your troop ratio to match.
⚔️ When You're Attacking
The enemy holds the castle. Rally markers appear on the map — tap the rally, select your troops, and send them.
Hero Slot 1
F2P pick JESSIE — +25% damage (merit shop)
Whale alts Jasser, Jeronimo, Seo-yoon (same +25% effect)
No access? Any hero with attack/damage-up 1st expedition skill
Troop Ratio — 50/20/30
50%
20%
30%
Infantry
Lancer
Marksman
🛡️ When You're Defending
You hold the castle and the enemy is attacking. Tap the castle → Reinforce → send troops. Keep sending as your troops die.
Hero Slot 1
F2P picks PATRICK (+25% HP) or SERGEY (-20% dmg taken)
Alternatives Bahiti (damage reduction), Zinman (defender-only)
No access? Any hero with HP-up or damage-reduction 1st expedition skill
Troop Ratio — 60/20/20
60%
20%
20%
Infantry
Lancer
Marksman
⚠️
Three Critical Rally Rules
Slot 1 rule: For rally joiners, only your Slot 1 hero's 1st expedition skill applies. Slots 2-3 just add troop capacity. Chief Gear and stats on joiners don't matter for offensive rallies — only the rally captain's gear counts. (Captains are different — all 9 skills from their 3-hero loadout fire.)
Top-4 skill rule: Only the 4 joiners with the highest-level 1st skill contribute buffs. Late joiners with a higher-level skill replace earlier joiners with a lower one. Ties break by join order — so have the right hero equipped before the rally posts and join fast.
Diversify, don't stack-clone: 4 Jessies is the canonical rookie trap. Same-hero buffs stack additively into one stat bucket; mixing heroes that boost different stats (e.g. Jessie + Jasser + Seo-yoon + Hendrik) produces more total damage because buckets multiply.
⚔️ Attacking a Defended Castle: Double Rally
Two rallies launched nearly simultaneously — the weaker rally first, the stronger right behind it. Rally #1 depletes defender infantry; Rally #2 captures the weakened castle before reinforcements arrive. This is the wiki-documented technique; the timing precision is what separates practiced teams from casual ones.
JESSIE (Attack)
moments apart
JESSIE (Attack)
→
🏰
1 Depletes infantry
2 Captures castle
💡 Why Infantry Matters: Turrets target infantry first. Without strong infantry, your garrison collapses fast — that's why defense ratios stay at 60%+ infantry.
⏱️ Battle Day Timeline
🌀️ 2 Hours Before — Storm Phase Starts
Stay OUT of the Alert Zone
Any city inside the Alert Zone right now gets randomly teleported somewhere far. Stay outside until the next step.
City is outside the Alert Zone
Clear all infirmaries — heal every troop
Check troop counts
🌀️ 1 Hour Before — Teleport In
Teleport your city close to the castle
Troops move slowly near the castle, so being close means faster response time.
Teleport INTO Alert Zone near castle
Set attack formation (50/20/30)
Have Jessie ready in Slot 1
🌀️ 10 Minutes Before — Final Prep
Ready heroes, troops, and eyes on chat
Final hero lineup check (Slot 1 = Jessie)
All eyes on alliance chat
Watch for castle shield drop
🔥 BATTLE STARTS
JOIN THE RALLY IMMEDIATELY
A rally marker appears on the castle. Tap castle → Rally → Join → Send troops. Fast — you want to capture first.
First 1-2 Hours
Follow chat calls — attack or defend as instructed
The castle will change hands multiple times. Swap Slot 1 hero and troop ratio with each mode call. Heal in small batches (~1 hour, up to 2h+ with strong alliance help).
⚠️ If Enemy Holds for 1.5+ Hours
DROP EVERYTHING AND ATTACK
At 2.5 consecutive hours they win instantly. All hands on deck before then.
Hours 3-5 — Marathon
Stay engaged, keep healing, keep joining
Whoever holds longest when the 5-hour timer ends wins. Patience over aggression.
🕐 Final 5 Minutes
If you hold, protect. If they hold, rally NOW.
The minimum rally setup time is ~5 minutes, and solo marches can't break a garrisoned castle. If you're holding with 5 minutes left and the enemy hasn't already launched, they won't take it back in time. If the enemy is holding, you need a rally in the air right now.
🔄 Hot-Swap: Defending Without Gaps
A technique for changing the garrison's lead defender without letting the castle sit empty. The defender whose power is highest gets auto-selected as the battle lead, so their gear and hero stats drive the fight — and sometimes you need to swap that person in mid-battle.
↻
The Recall Trick
Send a new garrison march with the defender you want to take over. When that march is 2-3 seconds from landing, recall your current lead's march. The incoming march lands first — no gap where the castle is undefended.
Why it works: recalled troops leave the garrison immediately; the inbound march arrives in the next tick.
When you use it: promoting a whale defender into the lead seat, or rotating a rested player in when the current lead needs to heal.
Garrison auto-selects by power: whichever defender has the highest combined stats becomes the battle lead. Their gear and heroes matter; everyone else's troops just pile on.
Heal a small group of wounded, your alliance taps Help, the timer goes to zero, done. Repeat. That’s the whole trick — and if you do it right during the battle, you basically never run out of troops.
💡
Small batches, not “Heal All”
Each alliance tap knocks a fixed amount of time off your heal timer (a few minutes at high Embassy). So a small batch? Gone in one tap. A giant “Heal All” batch? 20 hours, and taps barely dent it.
Start around 1,000 wounded troops per batch. Adjust up or down based on how active your alliance is.
Say “healing, tap please!” in alliance chat before you start. Active members tap, timer evaporates.
Just keep repeating it through the whole battle. Small batch → tap → next batch.
⚠️
Heal DURING the battle, not after
Your Infirmary has a capacity limit. When it’s full and more troops get wounded, the extras just die — permanent losses. Healing mid-fight keeps slots open for the next wave.
“I’ll heal after” = your Infirmary overflowed and a chunk of your troops are gone forever.
Your Enlistment Office brings some back as reserves, but not all. Prevention >> recovery.
⚕️
Get the Health minister slot
The biggest healing buff in the game is the Minister of Health: state-wide +100% healing speed and +5,000 infirmary capacity. Ask your R5 to hand it to someone reliable before castle day.
👥 Who Does What
Shot-Caller: Single voice giving orders. Calls "ATTACK MODE" / "DEFENSE MODE" and coordinates double rallies. Stays calm — panic is contagious.
Rally Captains: Max-level players who lead rallies. Captains get all 9 expedition skills from their 3-hero loadout, so they run 3 combat heroes and the best gear the alliance can muster.
Garrison Leaders: Whoever holds the castle needs a strong defender in the garrison lead slot. Request reinforcements before incoming rallies land.
Turret Team: Hold the 4 turrets. The longer held, the faster they fire at whoever holds the castle. Holding both a turret and the castle stops that turret firing at you.
Rally Joiners (everyone else): The most important role by headcount. Slot 1 hero matters; only the top 4 highest-level 1st skills contribute. Join fast with the right hero already equipped.
🎯 Mode-Specific Rules
Most mechanics above are shared. A handful of important rules differ between the two variants — pick the mode you're preparing for.
🗓
What It Is & When
The biweekly intra-state event. All alliances inside your own state compete for the castle. The winner's alliance chooses the state's next President.
Frequency: every 2 weeks. Skipped on SvS weeks (the SvS Castle phase replaces it).
Victory scoring unit: the 2.5-hour consecutive hold is counted by alliance. If your alliance loses the castle for even a moment, the clock resets.
Turret friendly-fire: turrets only treat your own alliance as friendly. Allied alliances still take turret hits while holding the castle — plan turret captures accordingly.
🤝
NAP Rotation vs. Open War
Mature states often run a Non-Aggression Pact (NAP) between the top few alliances, rotating the presidency so each alliance takes a turn without fighting. Less stable states fight every time. Read the room before committing.
NAP states: your alliance shows up, turrets get split, castle stays with whichever alliance's week it is. Short, clean battle.
Contested states: multiple alliances will genuinely push for the castle. Expect the full 5-hour battle with constant rallies.
If you don't know your state's posture: ask your R5 before the event. Showing up ready to fight in a NAP state is fine; refusing to honor a NAP is a fast way to get everyone blacklisted.
👑
The President Seat
The winning alliance's leader (R5) has 10 hours after victory to appoint any alliance member as President. If they don't, the R5 auto-becomes President. Term lasts ~2 weeks until the next Sunfire Castle.
6 Ministers: Vice President, Interior, Health, Defense, Strategy, Education — each gives a documented state-wide utility buff (training speed, healing, construction, research, etc.).
State Board: post announcements that reach every player's inbox (6-hour cooldown).
Grants: give out General's / Officer's / Soldier's grants (resource bundles) to alliance members.
Authority skills: spend accumulated state Authority on buffs like Medical Advancement, Mercantilism, Research Advancement, Mobilize (7-day cooldowns, 45K authority each).
📊
Personal Points
You earn personal points three ways during the battle. Alliance points are the sum of member scores — alliance rank is a separate reward track from personal rank.
Carnage: troops you kill at the castle or turrets. Scales with troop tier.
Occupation: your troop power × time while you occupy the castle or a turret. Slow to accumulate.
Casualty: your own troops wounded or killed in castle/turret fights. Same per-troop value as Carnage — easy to farm because you control losing fights.
🎯
F2P Farm Loop (Personal Points)
You don't need to lead rallies to score well. Solo-rally a turret, take planned casualties, batch-heal, repeat. Farms Casualty + some Carnage points steadily through the 5 hours.
Send a small march (not your whole army) solo against an enemy-held turret. Losses become Casualty points; kills become Carnage points.
Batch the wounded for ~1 hour, trigger instant heal with alliance help, repeat.
No Occupation points this way — you're not holding anything. That's fine; Casualty alone will put you on the personal leaderboard.
Common Questions
How do I change my troop ratio?
When joining a rally or sending reinforcements, before you hit send, tap the troop type icons. You can adjust how much Infantry, Lancer, and Marksman you send.
The garrison says it's full — should I stop sending?
No! Keep sending. As defending troops die, your reinforcements automatically fill in. If everyone stops, the garrison collapses.
Can a solo march take the castle in the last 5 minutes?
Against a garrisoned and refilled castle, no. Solo attacks can't break a full garrison, and a rally takes about 5 minutes minimum to set up and launch. If you're holding with 5 minutes on the clock and the enemy hasn't already got a rally in the air, the battle is effectively yours.
My state has a "NAP" — what does that mean?
Non-Aggression Pact. Top alliances in your state have agreed to rotate the presidency instead of fighting every two weeks. If your alliance is in the NAP, show up, split the turrets, and don't interfere with whichever alliance's week it is. If you're not in the NAP, you're fighting.
🏆 Victory Requirements
🏆 Primary Win
Hold castle for 2.5 consecutive hours at any point. If achieved, battle ends immediately with your victory. Counted by alliance in domestic, by state in SvS.
🏆 Secondary Win
Most cumulative hold time over 5 hours. If no one achieves 2.5 consecutive hours, whoever held longest wins.
Summary
Tundra Adventure is a recurring 7-day board game event (every 2-3 months) where you roll dice, land on tiles, and earn Adventure Coins to spend in the Adventure Caravan shop. The shop offers some of the best prices in the game for Chief Gear materials and Charm upgrades.
Buy Design Plans first from the shop, because they directly upgrade Chief Gear (the biggest power multiplier for low-to-mid spenders) and are nearly impossible to get at good rates anywhere else.
Use Illusion Dice to target the Treasure Tile right after the Starting Flag instead of the Blue Chest, since it averages about 2,100 coins per landing versus 370 for the chest (a 35% better return).
Coins, dice, and progress reset completely between events, so spend everything before the timer ends or it converts to low-value resource chests.
Free-to-play (F2P) players can expect 5,000 to 10,000 Adventure Coins total, which covers Design Plans and Charm materials but falls far short of cosmetic skins.
City skins cost 35,000 coins (roughly $300-500 USD with average luck), so skip them unless you are prepared to spend heavily. That money buys far more power spread across Design Plans and Charms over multiple events.
Understanding the two dice types is essential to maximizing your coin earnings.
🎲
Common Dice
Rolls a random number between 1-6. You get these from daily missions, milestone rewards, and the Odyssey puzzle.
Normal Roll: Uses 1 Common Dice
Quintuple Roll: Uses 5 Common Dice at once
F2P can earn ~40-60 Common Dice through missions
Converts to 10k resource chest if unused
✨
Illusion Dice
Lets you choose the exact number (1-6) to roll. These are rare and precious.
Source: Event tiles (2% chance), milestone rewards, or purchases
F2P typically gets 3-6 Illusion Dice per event
Converts to 100 gems if unused
Save these for high-value targets (see Pro Tips below)
The board has different tile types, each with unique rewards. Knowing the probabilities helps you plan your Illusion Dice usage.
💰
Treasure Tile (Gold Coin Icon)
Your primary source of Adventure Coins. Average value: ~2,100 coins
3,000 coins: 40% chance
1,500 coins: 30% chance
600 coins: 20% chance
400 coins: 8% chance
200 coins: 2% chance
❓
Event Tile (Mystery Icon)
Random outcomes including coins, Illusion Dice, or movement effects. Average value: ~270 coins
+2 XP boost: 43% chance (good for Item Tiles)
50 coins: 20% chance
250 coins: 18% chance
500 coins: 6.5% chance
2,500 coins: 0.5% chance (jackpot!)
1 Illusion Dice: 2% chance
Teleport to end: 2% chance
Go back 1-4 tiles: 2% chance
🎁
Item Tiles (Essence/Fire Crystal/Gems)
Three types of item tiles that level up as you land on them (or pass through Start).
Essence Stones: Chance for 2-3 stones or Hero Gear XP
Fire Crystals: Chance for 6-20 crystals (a resource used for research and building upgrades) or speedups
Gems: Fixed 1k/2k/3k/4k/5k gems based on level
Tiles level up: Level 1 (0 XP) → Level 5 (15 XP)
Higher levels = better rewards from that tile
📦
Blue Chest (Roaming)
A special chest that moves around the board. Average value: ~370 coins (but can give hero shards)
10 Mythic General Shards: 3% chance
4 Mythic General Shards: 10% chance
2 Mythic General Shards: 15% chance
2,500 coins: 5% chance
1,000 coins: 12% chance
500 coins: 25% chance
15h speedups: 10% chance
6h speedups: 20% chance
Starting Tile Bonus
Every time you land on or pass the Starting tile, you earn +1 XP to 2 random Item Tiles. This helps level up tiles for better rewards.
💡 Pro Tip: Illusion Dice Targeting
Don't Aim for the Chest — Aim for the Coin After the Flag
The Treasure Tile immediately after the Starting Flag averages ~500 coins. The Blue Chest only averages ~370 coins. That's a 35% better return for landing on the coin.
Optimal Illusion Dice Usage
Best target: The Treasure Tile (gold coin) right after the Starting Flag
Bonus tip: If you land on an Event Tile that gives "+2 XP on next stop," then use an Illusion Dice to land on a high-value tile
Save Illusion Dice until you're within 6 tiles of your target
Don't waste them on the Blue Chest — math doesn't favor it
This tip comes from Reddit analysis: 100 landings on the chest = ~37,000 coins vs. 100 landings on the first coin = ~50,000 coins.
🆓 F2P Expectations
Let's be realistic about what free-to-play players can achieve.
F2P Can Expect
~40-60 Common Dice from all free sources
~3-6 Illusion Dice (luck-dependent)
~5,000-10,000 Adventure Coins total
Avatar Frame is achievable with smart play
Decent shop purchases: Design Plans, Charm materials, Fire Crystals
City Skins Are NOT F2P
City skins cost 35,000 Adventure Coins (e.g., Dreamheart, Lost City). That requires spending $300-500 on dice packs with average luck. March skins at 15,000-20,000 coins are also whale (heavy spender) territory. Don't chase these unless you're prepared to spend.
🏆 Milestone Rewards
As you accumulate points from dice rolls, you unlock milestone rewards. Higher milestones give more dice, creating a snowball effect.
F2P achievable
🎲 30 pts: 100 coins
🎲 60 pts: 1 Common Dice
🎲 120 pts: 500 coins
🎲 180 pts: 2 Common Dice
🎲 300 pts: 1,000 coins
Low spender range
🎲 600 pts: 3 Common Dice
🎲 900 pts: 3,000 coins
🎲 1,200 pts: 6 Common Dice
🎲 1,500 pts: 5,000 coins
Requires significant spending (~$300+)
🎲 2,000 pts: 10 Common Dice
Milestone Math
Each dice roll gives 1-6 points. With ~83 dice available (including $0.99 daily packs), you'd need to roll 6 on every roll to hit 2,000 points. The 2,000 milestone is designed for whales (heavy spenders) who buy the higher packs ($2.99, $4.99, $9.99, $19.99+).
🛒 Adventure Caravan: What to Buy
This is where you spend your hard-earned Adventure Coins. Prices here are better than most other shops in the game — especially for Chief Gear materials.
Directly upgrade Chief Gear, one of the hardest progression bottlenecks.
Source: Adventure Caravan shop during this event
Buy all available before anything else
Accessibility: F2P can afford a few with 5k-10k coins
These are extremely hard to get elsewhere — the Foundry (a building where you craft gear) has poor rates
Chief Gear is the biggest power multiplier for low-mid spenders
Community consensus: "ALWAYS design plans first, in all events and all shops"
Long-term stat boosts that help in combat and survival.
Source: Adventure Caravan shop during this event
Charm Guides: Used for charm upgrades
Charm Designs: Required for higher charm levels
Accessibility: F2P can afford these — prices are cheap in this shop
You can be 1-2 Furnace levels lower and still win if you have better charms
Also available: Crazy Joe, Castle Battle (other recurring events) — but this shop has better prices
Always useful for research and building upgrades.
Source: Adventure Caravan shop during this event
Accessibility: F2P can buy with leftover coins
The War Academy (a high-level research building) consumes enormous amounts of Fire Crystals
Good value in this shop compared to other sources
Also available: Frostfire Mine, Alliance Mobilization — so lower priority than Design Plans/Charms
Good for hero development if you're actively building specific heroes.
Source: Adventure Caravan shop during this event
Accessibility: F2P can buy with leftover coins
Also available: Bear Hunt, Terror events — fairly common elsewhere
Worthwhile if you have coins left over after Design Plans and Charms
Contains random materials for Chief Gear upgrades.
Source: Adventure Caravan shop during this event
Contents: Project plans, polishing tubes, and alloy (random)
Accessibility: F2P can buy a few with extra coins
Good value compared to Foundry shop
Consider if you've already cleared Design Plans and Charms
What to SKIP
City Skins (35,000 coins): Unless you're a whale, impossible to reach
March Skins (15,000-20,000 coins): Still whale territory
Speedups: You can get these from many other sources
General Hero Shards: Better sources elsewhere
Cosmetics without stat boosts: Look nice, don't help you win
The Dreamheart city skin costs 35,000 Adventure Coins. Let's break down what it takes.
Expected Cost: $300-500 USD
Reddit reports range from $200 (very lucky) to $600+ (unlucky). The median is around $400. This is because Adventure Coins come from RNG-based tile landings.
If You're Committed to the Skin
Buy the Treasure Hunt Tome on Day 1 — doubles daily mission rewards
Buy all daily packs from $0.99 up to your budget each day
Use Illusion Dice optimally — target the post-flag Treasure Tile
Complete all Odyssey missions for extra dice
Accept the RNG — you might get lucky, you might not
Alternative Strategy: Skip the Skin, Buy the Buffs
That $400 spent on dice packs for a skin could instead be spread across multiple events for Design Plans, Charm materials, and Chief Gear. You'll end up significantly stronger than someone who prioritized cosmetics. The +2% attack from a skin pales compared to maxed Chief Gear and Charms.
The event returns every 2-3 months. If you want the skin but can't afford it this round, just focus on shop items and try again next time when you've saved up.
📋 Adventurer Drill: Daily Missions
Complete these every day to maximize your free dice. Resets at 00:00 UTC.
Daily Mission Rewards (F2P)
Daily Login: 200 Adventure Points, 1 Common Dice, 50 min speedups
Use 1,000 min speedups: 100 Adventure Points, 1 Common Dice, 100 min speedups
Defeat 10 Beasts: 100 Adventure Points, 1 Common Dice, 50 min Troop speedups
Use Epic Recruitment 2x: 100 Adventure Points, 50 Hero Gear XP, 50 min Research speedups
Finish 5 Intel Missions: 100 Adventure Points, 10k Hero XP, 2x 10k Resource Chest
Raise 30k Power (training/promotion): 100 Adventure Points, 50 Hero Gear XP, 2x 10k Resource Chest
Treasure Hunt Tome (Paid Pass)
Effect: Doubles all daily mission rewards (2x dice, 2x points)
Price level: ~$5-10 USD tier (varies by region)
When to buy: Day 1 if you're spending at all — maximizes 7 days of doubled rewards
Worth it if: You plan to claim Design Plans and Charms from the shop anyway
Complete missions to fill in a puzzle grid. Finishing rows and columns gives bonus rewards.
Odyssey Rewards
Each Row (5 completions): 1 Common Dice, 5 Fire Crystals, Manual, 1k resources
Each Column (3 completions): 2 Common Dice, 12 Fire Crystals, Manual (lv2), 5k resources
Adventurer's Chest (full grid): 5 Common Dice, 2 Mythic General Shards, 40 Fire Crystals, 2k gems
Coordinate with Other Events
If Alliance Mobilization or other events run concurrently, complete Odyssey tasks that overlap with those event requirements. You'll earn credit in both events simultaneously.
Summary
Wild Brawl is a solo event — a 10-player free-for-all battle that runs as a recurring 2-day event with 10-minute matches on a small battlefield. You earn Strategic Points by holding four capturable buildings, collecting supply crates from trucks, and using airdrop items, with rewards based entirely on participation milestones so every player gets the same prizes regardless of finishing rank.
The Twilight Citadel in the center awards 7,000 points for first control and 2,100 per minute of occupation, which is more than triple what a side fortress gives. If you're the strongest player in the match, rush it immediately after the 30-second preparation phase ends.
Rewards come from completing milestone missions (participate in X matches, use X airdrop items, reach 25,000 total points), not from placement. A player who finishes last gets the same milestone rewards as someone who finishes first, so don't stress about winning.
Airdrop items like Destroyer Rockets and Frost Bombs are equalizers that let weaker players compete. A well-timed rocket kills 30,000 troops in a garrison (troops stationed inside a building to defend it), so stacking two or three rockets before attacking a heavy spender's building can flip control.
Choosing Cross-Gen matchmaking (matched against players from all hero generations, not just yours) often gives easier opponents because heavy spenders tend to prefer Same-Gen mode, and waiting a day after the event starts lets the most competitive players burn through their attempts first.
Your troops heal automatically when the match ends at no cost, the infirmary is unlimited during battle, and teleporting is free with a 30-second cooldown, so there's zero risk to participating aggressively.
Wild Brawl drops 10 players onto a small battlefield. The match has two phases: a 30-second Preparation Phase (scout opponents, plan your opening move) followed by a 9-minute 30-second Battle Phase. Your goal is to accumulate the most Strategic Points through three activities.
Four capturable buildings are on the map: one Twilight Citadel in the center and three Boulder Fortresses around the edges. Occupy any building for 10 consecutive seconds to gain "First Control" (a one-time bonus), then earn ongoing points every second you hold it.
Twilight Citadel — 7,000 first control points + 2,100 points per minute of occupation
Boulder Fortress (x3) — 2,000 first control points each + 600 points per minute of occupation
Every player can earn first control on each building independently, so even if someone already holds it, you still get the 7,000 or 2,000 bonus the first time you take it
You must garrison (station defending troops inside) a building for 10 uninterrupted seconds to capture it. If you're knocked out before 10 seconds, the timer resets
Starting 30 seconds into the Battle Phase, three supply trucks enter the battlefield every 60 seconds. They follow set paths and drop Strategic Supply Crates at three circular gathering areas.
Send troops to the gathering areas to collect crates for Strategic Points
Troops move very fast on the battlefield, so gathering is quick
This is the safest way to earn points if you can't hold buildings against stronger players
Starting 90 seconds into the Battle Phase, a transport aircraft flies across the map and drops item crates near the center every 2 minutes. You send a special forces unit to retrieve them and receive a random battlefield item plus some Strategic Points.
Only one special forces unit can be dispatched at a time — you must wait for it to return before sending another
You can click on an airdrop crate's shadow before it lands to send your unit early
Each airdrop pickup earns Strategic Points and counts toward the "Use X Airdrop Items" milestone missions
There is no limit to the number of airdrop items you can collect per match
Four items drop randomly from airdrops. Using them strategically can flip entire matches, especially for free-to-play (F2P) or low-spending players facing whales (heavy spenders).
🚀
Destroyer Rocket
The most impactful item. Target any enemy city or garrisoned building to instantly injure 30,000 troops.
Best use: Fire at a building 1-2 seconds before your march arrives, so defenders are weakened right as your troops engage
Stacking 2-3 rockets on a building removes 60,000-90,000 troops, enough to flip control even against strong players
To aim precisely, click on the building or enemy city first, then select the rocket option from the menu (rather than clicking the rocket icon in your inventory directly)
❄️
Frost Bomb
Disables an enemy city from deploying any troops for 10 seconds. Cannot target the same enemy again within 20 seconds of a previous frost bomb.
Best use: Freeze a building holder so they can't reinforce while you attack their garrison
Works great in combination with a rocket: freeze, rocket, then send your march
You can still teleport while frozen, and frozen enemies can also still teleport
💨
Smoke Bomb
Makes your city invisible for 120 seconds, preventing other players from selecting or attacking it. The invisibility is removed if you dispatch troops.
Best use: Pop it when a stronger player starts targeting your city directly
Good for when you need breathing room to heal up or wait for cooldowns
Since sending troops breaks invisibility, it's a defensive tool only — you can't attack while hidden
You can still teleport while invisible
🩹
Battlefield MedKit
Heals 30% of your currently injured troops in the infirmary, up to 500,000 troops.
Best use: Wait until your injuries are at 90%+ before using, to get the most value out of the 30% heal
The 30% applies to troops currently in your infirmary, not 30% of your total army
Only available from airdrops, so collect crates consistently throughout the match
Your approach should change based on how you compare to the other 9 players in the match. Use the 30-second Preparation Phase to scout every red dot on the map and check their power levels.
💪
You're the Strongest (or Top 3)
Aggressive building control
Teleport to the center immediately when the battle starts and take the Twilight Citadel. Send your main march — a march is a group of troops you dispatch from your city — with your best infantry, lancer, or marksman heroes to hold it, and use remaining marches to claim the side fortresses.
🏛️ Rush Citadel first
⚔️ Main march on center
🔄 Secondary marches on sides
Keep backup marches ready to reinforce your main building when attacked
When nobody is contesting the center, recall your main march and send a weaker march to hold it, then use your main march to push for the side buildings
Garrison buildings with at least 2 marches: one strong march and one backup to refill after losses
⚖️
You're Mid-Strength (4th–7th)
Selective building + gathering
Don't contest the center against the top player. Instead, race for first control on as many side buildings as you can, then settle into one you can defend. Supplement with gathering.
🏗️ Grab side fortress first control
🚀 Use rockets on contested buildings
📦 Gather between fights
The first control bonus is per player, so touch every building at least once for the bonus points even if you can't hold them
Time your building pushes with rockets: fire a rocket 1-2 seconds before your march arrives
If a whale takes the center, let them have it and compete with other mid-strength players for the three sides
🎒
You're the Weakest (Bottom 3)
Gather and collect airdrops
Focus on gathering supply crates from the truck drop-off zones and collecting every airdrop you can. Use rockets and frost bombs to temporarily steal first control bonuses, then retreat.
🛻 Camp gathering zones
✈️ Grab every airdrop
🧊 Freeze + rocket = steal first control
You only need 1 point total per match for the participation missions, and 25,000 total points across all matches for the final mission
Even collecting a single supply crate counts as participation. You don't need to fight at all
Stack rockets (3+) and use them on a building, then rush it for the 10-second first control capture. Even if you get kicked out immediately, you keep the 2,000-7,000 bonus
If someone attacks your city directly, teleport away (free, 30-second cooldown) or use a smoke bomb
Before each match, choose between Same-Gen Battle (only matched with players at your hero generation) or Cross-Gen Battle (matched with players from all generations).
Same-Gen — Fairer on paper, but whales within your generation will dominate. Early-gen players face maxed-out spenders from older states that happen to share the same gen number
Cross-Gen — Wider pool means more randomness. Heavy spenders tend to prefer Same-Gen, so cross-gen often has weaker average opponents
General rule: If you're in an older state (Generation 8 or above), Cross-Gen is often easier because you'll be matched against players from younger states. If you're in a newer state (Gen 3-5), Same-Gen may be safer to avoid facing players from much older states with more powerful heroes
The event has 4 matchmaking periods per day, each lasting 2 hours. Matchmaking only works during these windows.
Wait until Day 2: Most competitive players and whales play immediately when the event opens. By waiting a day, many will have used all their attempts
Try later time slots: The first time slot each day tends to have the most competitive players rushing in
If you see all FC10+ players (Fire Crystal level 10, the highest progression tier) in the lobby, back out (no penalty for canceling matchmaking) and re-queue
You can preview the lobby before committing. There's no penalty for canceling matchmaking before it starts, only for failing to ready up after a successful match is found.
If you repeatedly fail to ready up after matchmaking succeeds, you'll get a temporary matchmaking ban
A match attempt is only consumed when matchmaking succeeds and you enter the battlefield
📋 Rules You Need to Know
⚙️
Before You Enter
Several conditions must be met before you can join matchmaking.
Furnace Level 25+ required to participate
Not available before Hero Generation 3 — hero generations unlock based on how old your state is (Gen 1 is newest, higher numbers are older states with more heroes available)
No troops can be scouting, on expedition, burning barricades, or reinforcing other players' embassies when you enter
You bring your own troops and hero gear (equipment your chief wears for combat bonuses). The number of march queues matches what you've unlocked normally
🛡️
On the Battlefield
The battlefield has unique rules that differ from normal gameplay.
Unlimited infirmary — injured troops don't take up normal infirmary space
Free healing — healing costs zero resources, but you need MedKit items to actually heal during battle
Auto-heal on exit — all troops are fully healed when you leave, so there's zero permanent troop loss
No resource looting — winning a battle against another player doesn't steal their resources
Fast city burning — cities catch fire and burn much faster than normal. If your city burns and you don't extinguish it quickly, you get force-teleported to a random location
Free teleport — teleporting resets every 30 seconds at no cost
🚫
Disabled Bonuses
Several major buffs are intentionally turned off to level the playing field slightly.
President and Supreme President title bonuses — disabled
President skills — disabled
Frost Dragon Tyrant titles — disabled
Territory bonuses — disabled
10%/20% buffs and pets still work normally, so activate your combat buffs before entering matchmaking for a significant advantage
Counter-recon applies to cities but not to garrisoned buildings
If you exit the battlefield during a match, you cannot return. You must wait for the current battle to end before you can start matchmaking again. Your match attempt is still consumed.
🎁 Rewards & Shop
Wild Brawl rewards are entirely participation-based. There are no placement rewards, meaning the player who finishes 1st gets the same milestone rewards as the player who finishes 10th.
📋
Milestone Missions (10 Total)
Complete these during the 2-day event to earn Pioneer Badges and other rewards. Pioneer Badges carry over between events and are not recycled.
Participation missions (6): Participate in 1, 2, 3, 4, 5, and 6 matches while earning more than 0 Strategic Points each time. Simply collecting one supply crate counts
Airdrop missions (3): Use 5, 10, and 15 airdrop items total across all matches
Points mission (1): Reach 25,000 total Strategic Points across all matches this season
The 25,000 point threshold is cumulative, so even averaging 4,200 points per match across 6 matches gets you there
🛒
Pioneer Badge Shop
Spend Pioneer Badges in the event shop on various resources. You earn roughly 15,000 badges total from milestones, which isn't enough to buy everything. Shop purchases have limited quantities per event, so choose carefully.
Refined Fire Crystals — the hardest-to-obtain resource in the shop. Multiple content creators recommend prioritizing these because they're extremely scarce outside of heavy spending
Fire Crystal Shards — available for players in Fire Crystal age (the progression stage after Furnace 30). Good for building upgrades
Fire Crystals — also available in Fire Crystal age. Useful but more obtainable through normal gameplay than refined crystals
Charm Designs & Charm Guides — for chief gear progression. Solid choice if you're actively upgrading chief gear
Lucky Hero Gear Chests — contain random hero gear materials
Some items are only available if your state has reached Fire Crystal age. If you haven't, focus on Charm materials and hero gear chests
You need 6 matches for full participation rewards. Once you've hit the 25,000 total points and used 15 airdrop items, the milestones are complete. It's possible to finish all milestones in 5-6 efficient matches. If you complete all milestones early, you can enter remaining matches and go AFK to let weaker players collect points and airdrops without opposition.
🧠 Advanced Tips
The most consistent way to flip buildings against stronger players.
Send your march toward a building. When it's 1-2 seconds from arriving, fire a Destroyer Rocket at the building
The rocket hits instantly and kills 30,000 troops. Your march arrives right after into a weakened garrison
With 2-3 rockets stacked, you can remove 60,000-90,000 defending troops before your march even engages
Combine with Frost Bomb: freeze the defender's city first (10-second troop lockout), then rocket + march the building while they can't reinforce
How you manage your marches separates top finishers from the rest.
Always keep a backup march: When holding a building, leave one march uncommitted so you can instantly reinforce when attacked
Main march rotation: When nobody is attacking your building, recall your main march and replace it with a weaker one. Send the main march to capture a different building
Multi-building attacks: Send marches to multiple buildings simultaneously with 2-3 second gaps. Rocket the first target, send march, immediately rocket the second target
Don't gather while holding buildings — you need those marches available for reinforcement. Gathering ties up marches for the full collection time
Whales who try to hold all four buildings spread themselves thin.
A player with 4 marches holding 4 buildings has one hero set per building. Their three side buildings have their weaker hero lineups
Unless they have 4 full sets of hero gear (extremely rare), their side buildings are vulnerable
You can also attack their city directly while all their marches are garrisoned. Cities burn much faster on the battlefield, and if they don't extinguish the fire quickly, their city gets force-teleported to a random location
The first 30 seconds are for scouting, not waiting. Click every red dot on the minimap to check each player's power and furnace level. This tells you whether to play aggressive or defensive for the entire match.
The MedKit heals 30% of troops currently in your infirmary. If you use it at 20% injuries, you waste most of its value. Wait until injuries reach 80-90% to get maximum troops healed per kit.
Each player gets a one-time first control bonus (7,000 for Citadel, 2,000 per fortress) the first time they hold any building for 10 seconds. Even if you can't hold a building long-term, briefly capturing it for the bonus is worth 13,000 total points across all four buildings.
If you're clearly outmatched, repeatedly charging a whale's building wastes time and heals. Gather supply crates instead — it's consistent, safe points. You can still hit 25,000 total across your matches without ever holding a building.
Before entering matchmaking, recall all troops from scouting, expeditions, barricades, and embassy reinforcements (the game won't let you enter otherwise). Activate your 10%/20% combat buffs since they carry into the battlefield. Multiple top players confirm that entering with buffs active gives a meaningful edge over opponents who forgot to activate theirs.