WOS Tips & Events
Bear Trap 1: 0300 UTC
Bear Trap 2: 1800 UTC
Crazy Joe: TBD - not currently in event rotation
Fortresses: TBA - coming up this weekend
Foundry: TBA - This week!
- Legion 1: Time TBA
- Legion 2: Time TBA
Canyon Clash: TBA - This week!
Castle: May 9th - OUR CASTLE!
SvS:
1. Preperation: May 24-29
2. Castle: May 30th
Time Zone Conversion Tool: Click Here
⚔️ State vs State (SvS) — Preparation & Strategy Guide
SvS is the biggest event in WOS. Individual power matters, but the state that prepares smarter — saves the right items, uses them on the right days, and organizes for Battle Phase — will consistently outperform the one that just spends harder.
📋 Event Overview
- Frequency: Every 4 weeks, alternating with King of Icefield
- Total duration: ~10 days
- Minimum Furnace level to participate: 16
- Phases: Matchmaking → Preparation → Battle → Field Triage
- Rewards: Gems, Sunfire Tokens, Hero Shards, Fire Crystals, city skins, state buffs, Supreme President title
📅 Full Event Timeline
| Phase | Duration | What's Happening |
|---|---|---|
| Matchmaking | 2 days (Sat–Sun) | System evaluates top 100 chiefs' troop power to pair states |
| Preparation | 5 days (Mon–Fri) | Daily tasks for points; determines attacker/defender role |
| Day 5 Extension | +9 hrs (Fri–Sat) | Final prep day runs ~34 hours total; ends Sat ~10:00 UTC |
| Battle Phase | ~8 hrs (Sat) | Borders open; cross-state PvP and Sunfire Castle Battle |
| Field Triage | ~2 days | Troop recovery; distribute Rebirth Tomes to alliance members |
🏆 The state with the most Preparation Phase points becomes the attacker. The attacker's Sunfire Castle is shielded; the loser's is exposed. Winning prep = massive strategic advantage.
🗃️ What to Save — Pre-SvS Stockpile
The single highest-impact thing you can do for SvS is not spend key items between events. Each item has a specific high-value day in the Preparation Phase — using them early wastes points.
Stop using these between SvS events:
| Item | Save For | Why |
|---|---|---|
| Refined Fire Crystals | Day 1 or Day 5 | 30,000 pts each — highest single-item value in the game |
| Fire Crystals | Day 1 | Best per-crystal return is on City Construction day |
| Construction Speedups | Day 1 | Start your largest pending upgrades on Day 1 |
| Research Speedups | Day 2 | Research Day — launch as many as possible |
| Training Speedups | Day 3–4 | Training must finish on Day 4 to count; plan timing carefully |
| Hero Shards / XP | Day 4 | Hero Development day — level, promote, upgrade |
| Chief Charm upgrades | Day 1, 3, or 4 | 70 pts per score point on all three; pair with your busiest upgrade day |
| Chief Gear upgrades | Day 1 or 5 | High point value; plan upgrade materials in advance |
| Stamina | Day 3 | Beast Slay day — save stamina for Polar Terror rallies (30,000 pts each) |
| Pet advancement items | Day 5 | Power Boost day — pet upgrades contribute to the final surge |
💡 F2P tip: You do not need to spend to compete in prep. Saving speedups, timing training finishes, and hitting Polar Terror rallies on Day 3 can generate enormous points at zero cost.
📆 Preparation Phase — Day by Day
Day 1 — City Construction
High value: Fire Crystals, Refined Fire Crystals, Construction Speedups, Chief Gear upgrades, Chief Charm upgrades
- Start your largest pending building upgrades today — the upgrade only needs to start on Day 1, not finish
- Use all stockpiled Fire Crystals and Refined Fire Crystals
- This day typically has the highest single-day point ceiling for active players
Day 2 — Research Day
High value: Research Speedups, Fire Crystals (secondary)
- Launch as many research projects as possible using stockpiled speedups
- Fire Crystals used for research are worth fewer points here than on Day 1 — if you still have Refined Fire Crystals, hold them for Day 5
Day 3 — Beast Slay
High value: Stamina (Polar Terror rallies), Pet advancement, Chief Charm upgrades
- Polar Terror rallies are the star of this day — each one is worth 30,000 points, more than almost any other single activity
- Kill Level 26+ beasts for maximum stamina efficiency (~12,000 pts per 10 stamina)
- Do not waste stamina on low-level beasts — the point return is poor
- No beast rallies before Day 3; save all stamina
Day 4 — Hero Development
High value: Troop training completions, Hero XP/shards/promotions, Chief Charm upgrades
- Training must finish on Day 4 to count — start training on Day 2 or 3 and use the in-game troop timer to land the completion on this day
- Promotion gives more points per troop than fresh training at the same tier — promote your stockpiled lower-tier troops first before burning training speedups
- Level up, promote, and star-up heroes with saved shards and XP
- Wait for President/Governor skill activation buffs before spending resources if possible
Day 5 — Power Boost (~34 hours)
High value: Refined Fire Crystals, Pet upgrades, anything remaining
- The longest day — runs through Saturday ~10:00 UTC
- Final push for the state; coordinate with leadership for a last-hour point surge
- Use any Refined Fire Crystals still in reserve
- This day decides the winner of the Preparation Phase in most close matchups
⚔️ Battle Phase — Saturday
Battle Phase begins at ~10:00 UTC Saturday and lasts approximately 8 hours.
Cross-State Teleportation
- You get 3 free cross-state teleports; additional teleports cost increasing amounts of gems
- Free teleport window: borders open ~10:00 UTC
- If you teleport to the enemy state, all reinforcements currently in your city are lost — recall them first
- Teleporting within your own state does not affect reinforcements
Attacking Enemy Cities
- You can only attack chiefs within ±3 Furnace Levels of your own to receive points
- To attack outside your range, join a rally — the rally leader's level determines the valid target range for the entire group
- Scout before Battle Phase — during matchmaking, check the enemy state and bookmark weak, unshielded targets near your planned teleport location
- Do not attack same-state players — it gives no SvS points
Sunfire Castle Battle
- Begins at ~12:00 UTC and runs for up to 5 hours (updated October 2025; previously 6 hours)
- Win condition: hold the castle for 2.5 consecutive hours
- If no alliance achieves this, the winner is the alliance with the longest total occupation time
- Marching near the castle slows your march — use March Speed Boosts
- If both the castle and surrounding turrets are held by the same state, turrets will not fire on the castle
- President and Minister buffs do not apply during the Castle Battle — only standard city and pet bonuses count
- The HQ rally captain should be the player with the highest rally capacity
- Smaller/newer players can still contribute by reinforcing castle-holders or attacking turrets
Shields & Defense
- Keep your shield active when not actively participating in PvP or the Castle Battle
- Coordinate teleport timing so the alliance arrives together rather than staggered
🏥 Field Triage Phase
After Battle Phase, both states enter Field Triage to recover dead troops.
- Base recovery: 30% of dead troops automatically
- Each player receives 20 Rebirth Tomes to distribute to alliance members; each tome adds 1% recovery to the recipient (up to 50% from tomes)
- Additional 10% recovery available using Gems
- Maximum total recovery: 90% (30% base + 50% tomes + 10% gems)
- Distribute your Rebirth Tomes to members who lost the most troops — prioritize your heaviest fighters with largest losses
- Do not leave tomes unspent; they expire with the phase
💡 Alliance members who leave before the tally phase ends do not receive alliance rewards. Stay in your alliance through Field Triage. This applies when a SvS or other combined alliance is used.
🏅 Rewards Summary
| Reward Type | Source |
|---|---|
| Personal rewards | Individual points ranking (daily + total) |
| Alliance rewards | Daily and total alliance ranking |
| State rewards | Winning state gets training/healing/production buffs |
| Supreme President | Winning alliance from Castle Battle — buffs both states for 2 weeks |
| Sunfire Tokens | Earned throughout; shop has exclusive items for winning state only |
🛒 Winning the Battle Phase unlocks exclusive Sunfire shop items that losing-state players cannot purchase. These typically include premium hero fragments and progression materials — a meaningful long-term advantage.
❌ Common Mistakes to Avoid
- Using Refined Fire Crystals or Construction Speedups between SvS events — this is the single most common way players waste prep-phase points
- Spending stamina on beasts before Day 3 — save it all for Polar Terror rallies
- Not timing troop training to finish on Day 4 — training that finishes on Day 3 or earlier gives zero Day 4 points. Time the start of your day 3 training to end right after reset
- Teleporting to enemy state without recalling reinforcements first — you will lose them permanently
- Attacking same-state players during SvS — no SvS points awarded; it only creates friendly fire drama
- Leaving the alliance before rewards are distributed — alliance rewards go to whoever is in the alliance at tally time
- Going into Battle Phase without a shield plan — players not actively fighting should be shielded
🐻 Bear Trap — Tips & Strategy Guide
The Bear Trap is one of the best events in the game. Zero troop losses, guaranteed rewards, and it happens every two days. There is no reason to skip it.
📋 Event Basics
- Frequency: Every ~47.5 hours (roughly every 2 days)
- Duration: 30 minutes once activated
- Who can activate: R4+ and Alliance Leaders only
- Who can participate: All alliance members
- Troop losses: None — the bear does not fight back
- Primary rewards: Essence Stones, Alliance Tokens, gear upgrade materials
🕐 Cooldown note: After participating, you must wait for two full server resets (UTC midnight) before you can join again. Example: participate Monday → skip all of Tuesday → eligible again Wednesday at 00:00 UTC.
🔧 Trap Enhancement — Do This Every Cycle
Before the event activates, donate Explosive Arrowheads to enhance the trap. This boosts troop attack for everyone in the rally.
- Arrowheads are earned from Intel Missions on the map
- Enhancement levels go from 1–5; Level 5 = +25% troop attack alliance-wide
- Enhancement resets after every Bear Hunt — it must be refilled each cycle
- Each Bear Trap has its own separate enhancement pool — donate to both if your alliance runs two
⚠️ Skipping enhancement is a direct damage loss for the entire alliance. Donate your arrowheads every cycle, every time.
⚔️ Rally Mechanics — How Damage Actually Works
Understanding this is the difference between a good rally and a bad one.
Rally Leader (the person who starts the rally)
- All 3 of the leader's heroes contribute their stats and skills to the rally
- The leader's hero choice has the biggest impact on overall rally damage
- Leaders should be the strongest accounts in the alliance and then filter down and away from the trap as needed
- Strong leaders should position themselves as close to the Bear Trap as possible to minimize march time and get more rallies off in 30 minutes
Rally Joiner (everyone else)
- Only your first hero's top Expedition skill matters — the other two heroes only increase your troop capacity
- For your 2nd and 3rd hero slots, pick your highest-level heroes to maximize troop count (more troops = more damage)
- The game selects up to 4 of the highest Expedition skill levels among all joiners to apply as buffs
- Current Best Joiner First Hero: Jessi, Jeronimo, Sae-Yoon, Jasser
- Fill rallies from top to bottom, not just the strongest. This helps increase total alliance damage and boosts everyone's rewards.
🧠 Key takeaway for joiners: First slot = offensive Expedition skill hero. Second and third slots = highest-level heroes you have for troop capacity.
🪖 Troop Composition
The Bear does not attack, so defense and infantry bulk are useless here. This event rewards raw damage output.
| Troop Type | Role in Bear Trap |
|---|---|
| Marksmen | Highest sustained damage — prioritize these |
| Lancers | Secondary damage source |
| Infantry | Minimal offensive value — use sparingly |
General recommended formation (Infantry / Lancer / Marksman):
Most meta formations run roughly 1 / 1 / 8 — heavy Marksman with minimal Infantry and Lancer fillers. Specific ratios vary by hero gen and leader comp (see hero section below). Alternatively, a 2 / 2 / 6 formation can be used if you don't have enough Marksman.
✅ Send your maximum troops — there is zero risk of losing them.
🦸 Hero Recommendations
For Rally Joiners — Hero Tier List
S-Tier (use in first slot if you have them): - Jessie, Jasser, Jeronimo — boost Lethality (the strongest damage stat for Bear Trap) - Seo-yoon — boost Attack (second-best damage stat)
❌ Heroes with primarily defensive skills (such as Natalia) are not useful as joiners. However, they can be used in slot 2 or 3 to increase troop deployment size.
- Kick joiners with wrong heroes from rallies promptly — one wrong joiner reduces damage for the entire squad
📍 Positioning & Timing
- Rally leaders should be parked as close to the Bear Trap as possible before the event starts — shorter march = more rallies launched in 30 minutes
- Ideal rally launch cadence: One new rally every 20-30 seconds.
- Each player should have 5–6 pre-set march presets ready before the event begins — do not waste time configuring heroes mid-event
- Stagger rallies so they overlap: aim for at least one rally hitting the bear every 30 seconds after the first wave
- Attempt to maximize the number of rallies called before the last 5 minutes begins.
⚡ Quick Reference — Pre-Event Checklist (All Members)
Before Bear Trap starts, make sure you have done the following:
- [ ] Donated Explosive Arrowheads to the trap enhancement
- [ ] Set march presets for both calling rallies (leader) and joining rallies
- [ ] First hero slot in join preset = your best Expedition skill hero
- [ ] Activated all combat pet skills (tap a pet skill → Quick Use)
- [ ] Positioned near the Bear Trap if you plan to lead rallies
- [ ] Gear is equipped to right heros for bear
💰 Rewards
Personal rewards scale with the damage you individually deal. The more damage you contribute, the better your reward tier. This is why optimization matters.
Reward pools include: Essence Stones, Alliance Tokens, Lucky Hero Gear Chests, and (on newer servers) Sergey Shards. One-time maximum damage rewards are also available as you increase your personal performance.
Everyone in the alliance who participates benefits. Do not skip Bear Trap.
🤡 Crazy Joe — Tips & Strategy Guide
Crazy Joe is a pure coordination event. Individual power matters less than how well your alliance communicates and deploys troops together. An organized mid-tier alliance will consistently outscore a disorganized strong one.
📋 Event Basics
- Schedule: Every Tuesday and Thursday during SvS/KOI/HoC weeks
- Duration: ~40 minutes per session
- Waves: 20 total, with difficulty scaling throughout
- Who activates: R4+ or Alliance Leaders (they also select difficulty level and HQ location)
- Difficulty levels: 21 total — must be unlocked sequentially; you cannot skip ahead
- Shields: Do not work during this event — don't waste them
- Resource loss: None — you lose no resources if your city is defeated
- Rewards sent: The following day at 12:00 UTC (Wednesday and Friday)
🌊 Wave Structure — Know What's Coming
Understanding which waves target what will let you position your troops correctly throughout the event.
| Waves | Targets |
|---|---|
| 1–6 | All members |
| 7 | Online members only ⭐ |
| 8–9 | All members |
| 10 | Alliance HQ only ⭐ |
| 11–13 | All members |
| 14 | Online members only ⭐ |
| 15–16 | All members |
| 17 | Online members only ⭐ |
| 18–19 | All members |
| 20 | Alliance HQ only ⭐ |
🧠 Key insight: Waves 7, 14, and 17 only target members who are online. Being active during these waves alone can earn each player approximately 229,500 points from city defense. Being online for the full 40 minutes matters.
⚠️ If your city is defeated twice, Joe stops targeting it and you can no longer earn city defense points. Communicate with those that have reinforced you to send their troops to another city so they can continue earning points.
🪖 Troop Composition
Crazy Joe is fundamentally different from Bear Trap — Infantry are your primary weapon here, not Marksmen.
| Troop Type | Role in Crazy Joe |
|---|---|
| Infantry | Engage first, deal the most kills, generate the most points |
| Lancers | Secondary kills; deploy after Infantry are depleted |
| Marksmen | Almost no offensive value unless Infantry and Lancers are fully wiped out |
Recommended composition for reinforcing allies: ~90% Infantry / 10% Lancers
Keep Marksmen at home. They act as last-resort defenders at your own city while you send your Infantry and Lancers out to score kills for allies. Marksmen will only earn points once the infantry and lancers of those reinforcing you have been bypassed.
🔄 The Core Strategy — Mutual Reinforcement
This is the most important concept in Crazy Joe:
Send your Infantry and Lancers out to reinforce allies. Receive their troops at your city in return. Everyone scores more points.
Here's why it works: - You earn points for kills your reinforcing troops make at ally cities - Your allies earn points for kills their troops make at your city - Both parties benefit — points are effectively doubled compared to each player defending only their own city
Rules for doing this right: - Coordinate with specific alliance members before the event starts — don't assume - Avoid stacking too many reinforcements on one city; with too many troops competing for kills, each player earns fewer points. In general, 200k troops is enough until higher levels are reached. - Do not reinforce a city that has already been defeated twice — you will earn zero points there. If you city has been burned twice, do not put out the fire until the event is over.
🏰 HQ Defense — Waves 10 & 20
The Alliance HQ is attacked exclusively on waves 10 and 20. These are critical — a breached HQ is a significant point loss.
- The player with the highest rally capacity should be the HQ rally captain
- Use 0 Marksmen in HQ defense; Infantry and Lancers only
- After wave 9, recall your reinforcement troops and redirect them to the HQ for wave 10. After the wave resolves, send them back out to allies. ONLY BASE THIS ON THE RECEIVED MAIL FOR WAVE 9 - do not reference the wave counter in the bottom of the screen
- Repeat after wave 19 for wave 20
- Wave 10 is primarily about maximizing damage; Wave 20 is about survival — don't let the HQ fall
💡 Joe marches slowly toward targets during the online-only waves (7, 14, 17), giving you time to manually reposition troops before he arrives. He also provides extra time for the HQ waves.
🦸 Hero Recommendations
City Defense (Your Own Base)
Keep your 3 strongest heroes at home as your defense heroes. During city defense, heroes use their Expedition Skills, so: - Prioritize heroes with strong defensive Expedition Skills in slot 1 (e.g., Patrick, Sergey) - Do not use growth-focused heroes (e.g., Zinman) as defenders — they add no defensive value - Heroes like Jeronimo and Flint are also strong all-around defenders due to high base stats and durability
Reinforcing Allies
When sending marches to reinforce others, use heroes with high Expedition Skills — their abilities carry over and help the defending city's kill rate.
⚠️ Expert note: If your alliance has the Expert Baldur unlocked, his 3rd skill provides extra gains in defensive battles during Crazy Joe. Activate accordingly.
📍 Positioning Strategy by Player Size
Smaller Accounts (Furnace below ~26 or fewer than ~300K troops)
- Focus on defending your own city rather than spreading thin
- Accept reinforcements from stronger allies
- Stay online for waves 7, 14, and 17 to maximize your personal score
Larger Accounts (Furnace 26+ or 300K+ troops)
- Consider the "zero defense" approach: send all your Infantry and Lancers out to reinforce allies, leaving only Marksmen and heroes at home
- Your reinforcements score kills at ally cities; allied reinforcements defend yours
- This requires explicit pre-event coordination — do not do it without confirming reciprocal support
❌ Common Mistakes to Avoid
- Healing troops during the event — healed troops return home, displacing reinforcements and reducing the kills (and points) those reinforcers earn. Do not heal mid-event.
- Teleporting during the event — this cancels your participation in the current wave set (1–9 or 11–19). Stay put.
- Stacking too many reinforcements on one city — diminishing returns; spread troops across multiple active allies
- Reinforcing a twice-defeated city — zero points earned there; redirect those troops
- Leaving growth heroes on defense — they contribute nothing useful; swap them out before the event
⚡ Quick Reference — Pre-Event Checklist (All Members)
- [ ] Confirm who you are exchanging troops with (coordinate in advance)
- [ ] Set march presets for reinforcing (Infantry/Lancer heavy)
- [ ] Assign your 3 best defensive heroes as city defenders
- [ ] Remove any growth heroes from your defense lineup
- [ ] Do not activate your Shield — it won't work and is wasted
- [ ] Make sure your troops are fully healed before the event starts
- [ ] Note the start time in UTC — plan to be online, even if AFK
💰 Rewards
Rewards are distributed in two pools:
- Personal rewards — based on your individual defense points; determine your state-wide ranking
- Alliance rewards — based on total alliance points accumulated; received in whichever alliance you are in at 10:00 UTC the following day
Your individual best score is retained even if you switch alliances before rewards are distributed. Reward quality improves as your server ages.
🗓️ Rewards arrive the next day — Wednesday after Tuesday's event, Friday after Thursday's event — at 12:00 UTC.
🦸 Hero & Chief Gear/Charm Leveling Guide
Your heroes and chief gear are long-term investments. The biggest mistake players make is spreading resources too thin across too many heroes or upgrading the wrong systems out of order. Focus, patience, and knowing which day to spend what separates fast growers from players stuck at a power ceiling.
🧠 Part 1 — Hero Fundamentals
How the Generation System Works
Heroes in WOS are released in Generations, roughly every 80 days (approximately 5–6 Lucky Wheel cycles). Each new generation brings stronger heroes that generally outclass the previous ones. This has two critical implications:
- Don't over-invest in heroes you will replace. A Gen 1 hero maxed at launch may be obsolete by Gen 5.
- Don't wait either. You cannot skip generations — build the best available hero for your server's current age and use them while they're relevant.
💡 Rule of thumb: Check what generation your server is currently in before deciding who to build. A tier list based on overall game power is less useful than knowing what's best for your server age right now.
Hero Classes & Sub-Classes
Every hero has two classifications:
- Class: Infantry, Lancer, or Marksman — determines which troop type they buff and which gear slots benefit them
- Sub-Class: Combat or Growth
- Combat heroes have skills focused on fighting (exploration damage, expedition buffs, PvP)
- Growth heroes have skills focused on development (construction speed, gathering, research)
⚠️ Do not place Growth heroes (e.g., Zinman) in your city defense lineup or use them as rally joiners. They contribute nothing in combat contexts.
📈 Part 2 — Hero Upgrade Methods
There are four distinct ways to upgrade a hero. All four matter.
1. Hero Level (Max: 80)
- Heroes gain stats with every level up; max level is 80
- Leveling requires Hero XP, best obtained from Exploration (passive income scales with your current stage)
- Push your Exploration stage as high as possible — higher stages = more XP per minute, even while offline
- Prioritize leveling your core combat heroes first. Do not spread XP evenly across your roster.
2. Star Ascension
- Heroes are ascended using Hero Shards specific to that hero
- Ascending increases base stats significantly and unlocks Talents at Star 1
- Talents provide passive troop bonuses that are active at all times — but note they do not apply to rally joiners
- Shards come from Hero Recruitment draws, Lucky Wheel, Hall of Heroes events, and (for some heroes) VIP bundles
3. Skill Upgrades
This is where most resource mistakes happen.
- Skills are upgraded using Skill Manuals — a scarce resource
- Each hero has two skill categories:
- Exploration Skills — active during the Exploration game mode
- Expedition Skills — active during Expeditions, rallies, events like Bear Trap and Crazy Joe
- Do not upgrade skills on heroes you are not actively using — Skill Manuals are too rare to waste
- For rally events (Bear Trap, SvS), Expedition Skills are what matter — specifically the top-right skill, which is the one that counts for joiners
- Follow a recommended skill order for your priority heroes rather than upgrading skills top-to-bottom by default
Where to get Skill Manuals: - Exploration passive rewards - Arena daily battles (complete all 5 per day) - Alliance store - Events and milestone rewards
4. Exclusive Gear (Mythic/Gold Heroes Only)
- Only Gold-rarity (Mythic) heroes have a 5th gear slot for Exclusive Gear
- Unlocked at Star 1 Ascension using 5 hero-specific Widgets
- Exclusive Gear provides major buffs to Hero Attack, Defense, Health, Troop Health, and Lethality
- It also unlocks 2 Exclusive Skills that scale up to Level 5 as the gear is upgraded
- Widgets are obtained from: Mystery Shop, Enigma Event (best source), or paid packs
🎯 Priority: Unlock and upgrade Exclusive Gear on your main combat hero as soon as you hit Star 1. The power gain is substantial.
🏆 Part 3 — Hero Investment Priority
Tier Overview (Server-Age Dependent)
| Tier | Who | Notes |
|---|---|---|
| S+ (Build and max) | Current-gen flagship heroes | Jeronimo, Blanchette, Magnus — remain viable 4+ gens |
| S (Build actively) | Strong same-gen performers | High-damage or high-utility heroes for your current server age |
| A (Build situationally) | Useful for specific events | Good Bear Trap joiners, Crazy Joe defenders, etc. |
| B (Use, don't invest heavily) | Early-game fillers | Will be replaced; get them to a functional level and stop |
| C/D (Avoid investing) | Below-average or niche | Not worth Skill Manuals or Shards at any stage |
Widely Viable Picks (Most Server Ages)
- Jeronimo (Gen 1, Infantry): Rally leader staple through Gen 7+; stun + Lethality buffs; Dawnbreak exclusive gear; Mythic/P2W but worth every resource if you have him
- Blanchette (Gen 10, Marksman): Best F2P-accessible S+ hero; available through Lucky Wheel; AoE damage; scales well with gear across all modes
- Magnus (Infantry): Strong control + debuff kit; buffs scale well into later gens
- Bradley (Marksman): High AoE damage; excellent Bear Trap rally leader
- Mia: F2P-friendly; strong Expedition skill for rallies; remains a top joiner through multiple gens
- Jessie / Jasser (Expedition): S-tier Lethality boosters for Bear Trap and rally joining at most server ages
⚠️ Important: Tier lists shift with every new generation. Always cross-reference with an up-to-date community resource (allclash.com/best-heroes maintains a frequently updated gen-by-gen list) before committing major resources to a new hero.
F2P vs. Spender Decision Framework
| Situation | Recommendation |
|---|---|
| F2P — who to build first? | Blanchette (Lucky Wheel), then current-gen F2P rally hero |
| Have one S+ hero partially built | Finish them before starting a new one |
| New S-tier hero just released | Evaluate: is your current hero maxed? If yes, consider. If no, finish first. |
| Tempted by a B-tier hero early game | Use them, but stop Skill Manual investment around Skill 2–3 |
🛡️ Part 4 — Hero Gear
Hero Gear is individual to each hero (Infantry gear stays on Infantry heroes) and unlocks at Furnace Level 15.
Gear Slots
Each hero equips 4 pieces; Mythic heroes get a 5th exclusive slot.
| Slot | Primary Stat Boosted |
|---|---|
| Headgear | Hero Attack + Health |
| Gloves/Gauntlets | Hero Defense + Health |
| Belt | Hero Defense + Health |
| Boots | Hero Attack + Health |
| Exclusive (Mythic only) | Attack, Defense, Health + Troop Lethality/Health + 2 exclusive skills |
🎯 For Infantry heroes: Prioritize Gauntlets and Belt (Defense + Health). For damage dealers: prioritize Headgear and Boots (Attack).
Gear Rarity & Enhancement
Gear progresses through rarity tiers: Common → Uncommon → Rare → Epic → Gold (Mythic) → Legendary
- Enhance gear by sacrificing unused gear pieces as materials — higher-tier sacrifices give more Enhancement XP
- Do not sacrifice high-rarity gear unless you have surplus; lower-tier gear is plentiful and works fine as fodder
- Legendary gear cannot be used as fodder for other gear
Mastery Forging
- Available only on Gold-quality gear at Enhancement Level 20+, requires Furnace Level 20
- Uses Essence Stones (best source: Arena Shop — do your 5 Arena battles every day)
- Adds a percentage-based multiplier to all stats on that gear piece
- Focus on bringing one gear piece to Level 100 and Mastery +10 before moving to the next — spreading investment thin reduces overall gains
Legendary Gear
- Obtained by ascending a Mythic gear piece at Level 100 / Mastery Level 10 + two additional Mythic gear pieces of the same type
- A significant resource sink — only pursue for your most used combat hero
- Mastery Reforge on Legendary gear returns only 50% of Essence Stones — do not reforge unless necessary
Gear Reforge
- Returns 100% of Enhancement materials (Enhancement Reforge) but resets gear to Level 0
- Useful if you accidentally upgraded the wrong gear type — don't hesitate to use it to recover materials
- Mastery Reforge returns only 50% — use it sparingly
⚙️ Part 5 — Chief Gear
Chief Gear is separate from Hero Gear and provides universal troop buffs across all marches, regardless of which heroes are deployed. Unlocks at Furnace Level 22.
The Six Gear Pieces
| Piece | Troop Type Buffed |
|---|---|
| Helmet | Infantry Attack/Defense |
| Armor | Infantry Attack/Defense |
| Weapon | Marksman Attack/Defense |
| Belt | Marksman Attack/Defense |
| Watch | Lancer Attack/Defense |
| Boots | Lancer Attack/Defense |
Gear Tiers
Green (Uncommon) → Blue (Rare) → Purple (Epic) → Yellow (Mythic) → Red (Legendary)
Each tier has sub-levels within it. Upgrading requires: Hardened Alloy, Polishing Solution, and Design Plans (higher tiers).
Set Bonuses — Do Not Break These
Equipping matching-tier gear unlocks set bonuses: - 3 matching pieces: Defense buff for all troops - 6 matching pieces: Attack buff for all troops
⚠️ Never have mismatched tiers across your 6 pieces. If your Infantry gear is at Gold T2, bring Marksman and Lancer gear to Gold T2 before pushing any single piece to Gold T3. A mixed set loses the bonus multipliers entirely.
Upgrade Priority Order
- Craft all 6 pieces immediately at Furnace 22 — even Green gear is better than nothing and provides universal buffs
- Upgrade Infantry gear first (absorbs the most damage in most formations)
- Then Marksman gear (highest damage output)
- Then Lancer gear
- Keep all three troop types at the same tier level as you progress
- Time major upgrades to coincide with SvS prep days (Day 1 for construction-type events, Day 5 for power boosts) to double-dip on event points
Material Sources
- Hardened Alloy / Polishing Solution: Events, alliance store, world map nodes
- Design Plans: Limited event shops, Frostfire Mine, SvS shop — prioritize spending event currency here
- Material Exchange: Once available, convert surplus materials into what you're short on
💎 Part 6 — Chief Charms
Chief Charms attach to Chief Gear and boost Troop Lethality and Health. Unlocks at Furnace Level 25. There are 18 total charm slots (3 per gear piece × 6 gear pieces).
Charm Structure
| Gear Piece | Charms | Troop Type |
|---|---|---|
| Helmet + Armor | 3 each | Infantry Lethality + Health |
| Weapon + Belt | 3 each | Marksman Lethality + Health |
| Watch + Boots | 3 each | Lancer Lethality + Health |
Charm Levels
- Charms upgrade from Level 1 to Level 16
- Levels 1–3: Basic progression
- Level 4+: Each major level has 4 sub-levels (4 → 4.1 → 4.2 → 4.3 → 5)
- Levels 12–16: Require Jewel Secrets — a significantly more expensive material
Upgrade Materials
| Material | Primary Source |
|---|---|
| Charm Guides | Events, Frostfire Mine, Castle Battle, Foundry/Canyon/Power Region shops |
| Charm Designs | Frostfire Mine, SvS shop, Tundra Trading Station, Giant Elk pet, limited events |
| Jewel Secrets | Events, shops — required only for Levels 12–16 |
Key Milestone: Level 11
🔑 Upgrade at least one charm to Level 11 to unlock the Charm Material Exchange. This lets you convert surplus charm materials into whatever type you're lacking — a major efficiency unlock. Getting all 18 charms to Level 11 before pushing further is a solid intermediate goal.
SvS Points Value
Charm upgrades are one of the best SvS Prep Phase point sources. Points per upgrade scale with level:
- Level 1: ~625 pts per upgrade
- Level 16: ~21,000 pts per upgrade
Save charm upgrade materials for SvS prep phase and use them on the days where Chief Charm upgrades score best (Day 1, Day 3, or Day 4 — all award 70 pts per Charm Score point). Spend between events only if you have a true surplus.
Upgrade Strategy
- Get all charms to Level 11 first — unlocks Material Exchange, provides strong baseline bonuses
- Then push charms matching your primary troop type (if you run heavy Marksman, push Marksman charms first)
- Save Jewel Secrets; only spend on Levels 12+ when you have enough to complete a full level
- Do not push charms far ahead of your Chief Gear tier — charm bonuses amplify gear, so gear should be at a solid quality level first
❌ Common Mistakes to Avoid
- Wasting Skill Manuals on heroes you won't use — the scarcity is real; only invest in your active roster
- Spreading Hero XP evenly — level your main combat hero to 80 first; everyone else is secondary
- Upgrading Exclusive Gear on a hero before Star 1 — it's locked until Star 1; save those Widgets
- Mismatching Chief Gear tiers — you lose the set bonus; always level all 6 pieces together
- Spending Charm Designs and Guides outside of SvS prep — save them for event timing to double the value
- Using high-rarity gear as fodder unnecessarily — Common and Uncommon gear is enough for enhancement fodder in most cases
- Investing heavily in B/C tier heroes — use them, but stop skill investment early and redirect to your main build
- Ignoring Arena — 5 battles per day costs nothing and generates Essence Stones (for Mastery Forging) and Skill Manuals consistently
📋 Daily/Weekly Habits Checklist
- [ ] Complete all 5 Arena battles daily (Essence Stones + Arena Tokens + Skill Manuals)
- [ ] Claim Exploration passive rewards (Hero XP accumulates offline)
- [ ] Check Mystery Shop for Widgets when available
- [ ] Participate in Frostfire Mine for Charm Designs and Guides
- [ ] Save Skill Manuals, Charm materials, and Widgets — do not spend between SvS cycles unless you have a clear surplus
🔥 Fire Crystal Upgrade Guide
Fire Crystals (FC) are the post-endgame progression currency in WOS. Once your Furnace hits Level 30, standard resources can no longer advance your city — FC upgrades take over from there. Understanding the full cost picture before you start spending will save you from expensive mistakes.
📋 Overview
- Unlocks at: Furnace Level 30 + server age ≥ 60 days (Symphony of Change event)
- FC upgrade tiers: FC1 through FC10
- Buildings affected: Furnace, Embassy, Command Center, Infirmary, Infantry Camp, Marksman Camp, Lancer Camp
- Second currency: Refined Fire Crystals (RFC) are required starting at FC6 and beyond
- Reverting upgrades: Only 50% of FC is refunded if you revert — plan carefully before upgrading
🔑 FC Structure: How Levels Work
Each FC tier (FC1 through FC5) consists of 5 upgrades — a base upgrade plus 4 sub-levels, all at the same cost. Starting at FC6, a base upgrade is followed by 4 sub-levels at a higher cost, and RFC is also required.
| Phase | Upgrades per Tier | Cost Structure |
|---|---|---|
| FC1–FC5 | 5 each (base + 4 sub-levels, same cost) | FC only; no RFC required |
| FC6–FC9 | 5 each (base + 4 sub-levels, different costs) | FC + RFC both required; RFC escalates |
| FC10 | 1 (single final upgrade) | High RFC requirement; endgame milestone |
💡 Example: FC1 for the Furnace costs 132 FC per upgrade × 5 upgrades = 660 FC total to complete FC1 fully. You must complete all 5 before moving to FC2.
💎 FC1–FC5: Fire Crystal Costs Per Building
No Refined Fire Crystals required for FC1 through FC5. Each column shows the cost per single upgrade × 5 = tier total.
| Building | FC1 (×5) | FC2 (×5) | FC3 (×5) | FC4 (×5) | FC5 (×5) | Total (FC1–FC5) |
|---|---|---|---|---|---|---|
| Furnace | 660 | 790 | 1,190 | 1,400 | 1,675 | 5,715 |
| Embassy | 165 | 195 | 295 | 350 | 415 | 1,420 |
| Command Center | 130 | 155 | 235 | 280 | 335 | 1,135 |
| Infirmary | 130 | 155 | 235 | 280 | 335 | 1,135 |
| Infantry Camp | 295 | 355 | 535 | 630 | 750 | 2,565 |
| Marksman Camp | 295 | 355 | 535 | 630 | 750 | 2,565 |
| Lancer Camp | 295 | 355 | 535 | 630 | 750 | 2,565 |
| All Buildings Combined | 1,970 | 2,360 | 3,560 | 4,200 | 5,010 | 17,100 |
🎯 To fully complete FC1–FC5 on every building requires 17,100 Fire Crystals.
💎 FC6 Through FC10: FC + RFC Costs Per Building
Starting at FC6, Refined Fire Crystals (RFC) are required alongside regular FC. The base upgrade for each major tier costs less but has a higher RFC requirement; the sub-levels are more expensive in FC but lower RFC.
Furnace
| Level | FC | RFC |
|---|---|---|
| FC6 | 100 | 20 |
| FC6-1 | 240 | 15 |
| FC6-2 | 240 | 15 |
| FC6-3 | 240 | 15 |
| FC6-4 | 240 | 15 |
| FC7 | 120 | 30 |
| FC7-1 | 240 | 20 |
| FC7-2 | 240 | 20 |
| FC7-3 | 240 | 20 |
| FC7-4 | 240 | 20 |
| FC8 | 120 | 40 |
| FC8-1 | 280 | 30 |
| FC8-2 | 280 | 30 |
| FC8-3 | 280 | 30 |
| FC8-4 | 280 | 30 |
| FC9 | 140 | 60 |
| FC9-1 | 350 | 70 |
| FC9-2 | 350 | 70 |
| FC9-3 | 350 | 70 |
| FC9-4 | 350 | 70 |
| FC10 | 175 | 140 |
| Subtotal (FC6–FC10) | 5,895 | 870 |
| Furnace Grand Total (FC1–FC10) | 11,610 | 870 |
Embassy
| Level | FC | RFC |
|---|---|---|
| FC6 | 25 | 5 |
| FC6-1 | 60 | 3 |
| FC6-2 | 60 | 3 |
| FC6-3 | 60 | 3 |
| FC6-4 | 60 | 3 |
| FC7 | 30 | 7 |
| FC7-1 | 60 | 5 |
| FC7-2 | 60 | 5 |
| FC7-3 | 60 | 5 |
| FC7-4 | 60 | 5 |
| FC8 | 30 | 10 |
| FC8-1 | 70 | 7 |
| FC8-2 | 70 | 7 |
| FC8-3 | 70 | 7 |
| FC8-4 | 70 | 7 |
| FC9 | 35 | 15 |
| FC9-1 | 87 | 17 |
| FC9-2 | 87 | 17 |
| FC9-3 | 87 | 17 |
| FC9-4 | 87 | 17 |
| FC10 | 43 | 35 |
| Subtotal (FC6–FC10) | 1,471 | 208 |
| Embassy Grand Total (FC1–FC10) | 2,891 | 208 |
Command Center
| Level | FC | RFC |
|---|---|---|
| FC6 | 20 | 5 |
| FC6-1 | 48 | 3 |
| FC6-2 | 48 | 3 |
| FC6-3 | 48 | 3 |
| FC6-4 | 48 | 3 |
| FC7 | 24 | 7 |
| FC7-1 | 48 | 4 |
| FC7-2 | 48 | 4 |
| FC7-3 | 48 | 4 |
| FC7-4 | 48 | 4 |
| FC8 | 24 | 8 |
| FC8-1 | 56 | 6 |
| FC8-2 | 56 | 6 |
| FC8-3 | 56 | 6 |
| FC8-4 | 56 | 6 |
| FC9 | 28 | 12 |
| FC9-1 | 70 | 14 |
| FC9-2 | 70 | 14 |
| FC9-3 | 70 | 14 |
| FC9-4 | 70 | 14 |
| FC10 | 35 | 28 |
| Subtotal (FC6–FC10) | 1,179 | 176 |
| Cmd Center Grand Total (FC1–FC10) | 2,314 | 176 |
Infirmary
(Identical costs to Command Center at every level)
| Level | FC | RFC |
|---|---|---|
| FC6 | 20 | 5 |
| FC6-1 | 48 | 3 |
| FC6-2 | 48 | 3 |
| FC6-3 | 48 | 3 |
| FC6-4 | 48 | 3 |
| FC7 | 24 | 7 |
| FC7-1 | 48 | 4 |
| FC7-2 | 48 | 4 |
| FC7-3 | 48 | 4 |
| FC7-4 | 48 | 4 |
| FC8 | 24 | 8 |
| FC8-1 | 56 | 6 |
| FC8-2 | 56 | 6 |
| FC8-3 | 56 | 6 |
| FC8-4 | 56 | 6 |
| FC9 | 28 | 12 |
| FC9-1 | 70 | 14 |
| FC9-2 | 70 | 14 |
| FC9-3 | 70 | 14 |
| FC9-4 | 70 | 14 |
| FC10 | 35 | 28 |
| Subtotal (FC6–FC10) | 1,179 | 176 |
| Infirmary Grand Total (FC1–FC10) | 2,314 | 176 |
Each Military Camp (Infantry / Marksman / Lancer — identical costs)
| Level | FC | RFC |
|---|---|---|
| FC6 | 45 | 9 |
| FC6-1 | 108 | 6 |
| FC6-2 | 108 | 6 |
| FC6-3 | 108 | 6 |
| FC6-4 | 108 | 6 |
| FC7 | 54 | 13 |
| FC7-1 | 108 | 9 |
| FC7-2 | 108 | 9 |
| FC7-3 | 108 | 9 |
| FC7-4 | 108 | 9 |
| FC8 | 54 | 18 |
| FC8-1 | 126 | 13 |
| FC8-2 | 126 | 13 |
| FC8-3 | 126 | 13 |
| FC8-4 | 126 | 13 |
| FC9 | 63 | 27 |
| FC9-1 | 157 | 31 |
| FC9-2 | 157 | 31 |
| FC9-3 | 157 | 31 |
| FC9-4 | 157 | 31 |
| FC10 | 78 | 63 |
| Subtotal per camp (FC6–FC10) | 2,650 | 382 |
| Each camp Grand Total (FC1–FC10) | 5,215 | 382 |
| All 3 camps combined (FC1–FC10) | 15,645 | 1,146 |
📊 Grand Total Summary
Full Upgrade Cost: All Buildings FC1 → FC10
| Building | Total FC | Total RFC |
|---|---|---|
| Furnace (×1) | 11,610 | 870 |
| Embassy (×1) | 2,891 | 208 |
| Command Center (×1) | 2,314 | 176 |
| Infirmary (×1) | 2,314 | 176 |
| Infantry Camp (×1) | 5,215 | 382 |
| Marksman Camp (×1) | 5,215 | 382 |
| Lancer Camp (×1) | 5,215 | 382 |
| GRAND TOTAL | 34,774 | 2,576 |
⚠️ To fully upgrade every building from FC1 through FC10 requires approximately 34,774 Fire Crystals and 2,576 Refined Fire Crystals. This is a multi-year goal for most players.
Furnace-Only Milestone Costs
| Milestone | FC Required | RFC Required |
|---|---|---|
| FC1 complete (5 upgrades) | 660 | 0 |
| FC2 complete | 790 | 0 |
| FC3 complete | 1,190 | 0 |
| FC4 complete | 1,400 | 0 |
| FC5 complete | 1,675 | 0 |
| FC1–FC5 total | 5,715 | 0 |
| FC6 tier (base + FC6-1 to FC6-4) | 1,060 | 80 |
| FC7 tier (base + sub-levels) | 1,080 | 110 |
| FC8 tier (base + sub-levels) | 1,240 | 160 |
| FC9 tier (base + sub-levels) | 1,540 | 340 |
| FC10 | 175 | 140 |
| Furnace FC6–FC10 total | 5,895 | 870 |
| Furnace FC1–FC10 Total | 11,610 | 870 |
🏭 How to Get Fire Crystals
Crystal Laboratory (Primary Free Source)
- Unlocks at Furnace Level 30
- Perform 5–8 resource refinements per day (scales with your state's FC level)
- Each refinement costs resources (Meat/Wood/Coal/Iron) and returns 1–5 FC based on chance:
| Outcome | Chance |
|---|---|
| 1 FC | 40% |
| 2 FC | 30% |
| 3 FC | 15% |
| 4 FC | 10% |
| 5 FC | 5% |
- Expected value per refinement: ~2.1 FC
- At 5 refinements/day: ~10.5 FC/day expected
| Refinement # | Resource Cost (each type) |
|---|---|
| 1st | 5,000 each |
| 2nd | 10,000 each |
| 3rd | 20,000 each |
| 4th | 30,000 each |
| 5th | 40,000 each |
| 6th–8th | 50,000 each |
💡 Do your Crystal Lab refinements every single day. At ~10 FC/day that's ~3,650 FC/year from free play alone.
Super Refinements (Refined Fire Crystals)
- Unlocks when your state reaches FC6–FC8
- 100 Super Refinements per week — costs FC to produce RFC
- Weekly cap is hard; unused allowance does not carry over
- First refinement of the day gets a 50% FC discount — never miss this
Other FC Sources
| Source | Notes |
|---|---|
| Daily Missions | Small but consistent |
| Flame and Fangs Event | One of the best event sources |
| Tundra Adventure / Frosty Fortune | Event-based |
| State of Power (SvS) Shop | Strong source; prioritize FC here |
| Alliance Mobilization | Active alliance members benefit |
| Crystal Reactivation | Limited event; worth participating |
| Milestone Monuments | One-time bonuses |
| Packs / Deals | Fastest source for spenders |
🧠 Strategy Tips
Upgrade Priority Order
- Furnace first — gates all other FC upgrades; unlocks additional Crystal Lab refinement slots at key milestones
- Military Camps — directly boosts troop training capacity and combat stats
- Embassy — reinforcement capacity; needed for next furnace level
- Command Center — increases rally capacity; important for SvS and Bear Trap rally leaders and can be skipped by others if needed
- Infirmary — more healing capacity; least priority and can be skipped as needed
SvS Prep Phase — Timing Your FC Spends
FC upgrades count as high-value City Construction points on Day 1 and Day 5 of the SvS Preparation Phase (2,000 pts per FC used). Refined Fire Crystals are worth 30,000 pts each — the single highest per-item point value in the game.
🔑 Save your FC and RFC exclusively for SvS Prep Phase spending. Never burn them during the weeks between events.
The 50% Revert Rule
If you start an FC upgrade and cancel it, you get only 50% of your FC back. This loss is permanent. Do not start an FC upgrade unless you are committed to finishing it.
For high spenders: you can cancel upgrades and it counts as using 100% of the FCs while getting 50% back. This allows you to run up your SvS points quickly. Only do this if you plan on spending a lot and need a lot of points quickly
Refined FC Is the Real Bottleneck
After completing FC5, RFC becomes the limiting factor. The hard weekly cap of 100 Super Refinements means building to FC10 takes many months even with perfect play.
❌ Common Mistakes to Avoid
- Spending FC between SvS events — 2,000 points per FC wasted
- Spending RFC outside of SvS Day 1 or Day 5 — at 30,000 pts each, this is an enormous opportunity cost
- Skipping Crystal Lab refinements — free daily FC adds up to thousands per year
- Canceling an FC upgrade after it starts — 50% loss, no exceptions
- Maxing Furnace while leaving Military Camps behind — balanced progression is more effective
- Missing the Super Refinement weekly cap — 100 RFC-producing refinements per week; unused allowance resets
⚔️ PvP March & Garrison Tips
PvP in WOS is not just about raw power. A well-prepared smaller account that scouts, shields, and deploys the right composition will consistently outperform a larger one that doesn't think before marching.
📋 The Basics — Troop Triangle
Every troop type has a hard counter. Understanding this is the foundation of all PvP composition decisions.
| Troop Type | Strong Against | Weak Against | Role |
|---|---|---|---|
| Infantry | Lancers (+10% ATK) | Marksmen | Frontline tank; absorbs damage |
| Lancers | Marksmen (+10% ATK) | Infantry | Mid-line; secondary damage |
| Marksmen | Infantry (+10% ATK) | Lancers | Backline; high burst damage |
This is a rock-paper-scissors system, but unlike a simple 1v1, all three types can be present in the same march. The goal is to exploit your enemy's weakest troop type while protecting your damage dealers.
💡 Always scout before attacking. Scouting reveals the enemy's troop composition and hero setup, letting you counter-compose your march. Attacking blind is the single most common and costly PvP mistake.
🔍 Step 1 — Scout First
Before sending any PvP march:
- Tap the target city and select Recon
- Review the enemy's troop count by type, tier, and the heroes on their barricade
- Check their Infirmary capacity — if it's full, their troops will die rather than be injured (bigger losses for them, but also means they may be desperate and dangerous)
- Assess whether you can win cleanly, need a rally, or should skip the target entirely
What makes a good target: - Low or no troops garrisoned (troops sent elsewhere) - Shield expired or absent - Infirmary near capacity - No alliance buildings nearby that could reinforce them quickly - Lower furnace level within your ±3 attack range
⚠️ Furnace level range rule: You can only earn SvS points attacking players within ±3 Furnace levels of your own. Outside that range, join a rally — the rally leader's level sets the valid target range for everyone.
🪖 March Composition — PvP
Unlike Bear Trap (pure DPS) or Crazy Joe (pure Infantry), PvP requires a balanced formation that accounts for what the enemy has.
General Purpose PvP March
If you don't know what the enemy is running, a balanced formation is your safest default:
50% Infantry / 20% Lancers / 30% Marksmen
- Infantry tanks incoming damage and protects your Marksmen
- Marksmen deal the bulk of your damage
- Lancers counter any Marksmen the enemy has in their backline
Counter-Composition (After Scouting)
Once you see what the enemy is running, adjust:
| Enemy Heavy In | Your Best Counter |
|---|---|
| Infantry | Increase Marksmen (40–50%) |
| Marksmen | Increase Lancers (40–50%) |
| Lancers | Increase Infantry (50–60%) |
| Balanced mix | Run 50/20/30 or match their ratio |
🧠 The counter troop only needs to outnumber the enemy's dominant type enough to swing the advantage — you don't need to go 100% counter.
Higher Tier Troops Always Win
Tier matters more than quantity in many matchups. A smaller army of T10/T11 troops will beat a larger army of T8s. Always use your highest-tier troops in PvP marches. Lower-tier troops fill your Infirmary faster and contribute proportionally less damage.
🦸 Hero Selection for PvP Marches
Solo Attacks (You Are the Rally Leader)
All 3 of your heroes' stats and skills apply. Use your strongest combat heroes:
- Slot 1: Highest-stat combat hero — their full skill set contributes (e.g., Jeronimo, Magnus, Hector)
- Slots 2 & 3: High-level heroes to maximize troop deployment capacity
- Prioritize heroes with Attack and Lethality buffs for offensive marches
- Avoid Growth heroes (Zinman, etc.) — they contribute nothing in PvP
Rally Joining (You Are a Joiner)
Same rule as Bear Trap: only your first hero's top Expedition Skill matters for buffs. Slots 2 and 3 just increase troop count. Use your best offensive Expedition skill hero in slot 1.
Pre-Set Your Squads
Set up saved march presets (Profile → Troops → Squads) for: - PvP Attack — offensive hero composition, balanced or counter-heavy troops - PvP Defense — defensive heroes on barricade, your strongest tank heroes - Rally Join — best Expedition skill hero in slot 1
Having presets means you don't scramble mid-event and accidentally send the wrong formation.
🏰 Garrison & City Defense
Barricade Heroes
The Barricade is your city's first line of defense. Heroes assigned here use their Expedition Skills during city defense — pick accordingly:
- Use your 3 strongest combat heroes — prioritize those with high Defense and Health buffs
- Do not use Growth heroes (Zinman, etc.) on defense — they provide no combat value
- Good defensive heroes: Sergey, Patrick, Jeronimo, Flint, Hector
- Check your barricade hero setup before logging off, especially during SvS or Kill Events
Where to Send Troops When You're Offline or Under Threat
If you can't shield and expect to be attacked, you have several options:
| Option | When to Use |
|---|---|
| Activate a Shield | Best option — blocks all attacks; use 8h or 24h when offline overnight |
| Garrison in Alliance HQ or Banner | Alliance buildings cannot be attacked in SvS; troops are safe there |
| Send on a long march | Troops on march cannot be hit; send to a distant resource tile or alliance building |
| Reinforce a shielded alliance member | Troops in a shielded city are protected |
| Random Teleport | Last resort — moves your city to a random location; breaks incoming marches |
⚠️ Do not leave troops at home unshielded during SvS Battle Phase or Kill Events. Troops sitting in an unshielded city are free points for the enemy.
Infirmary Management
- Troops that are defeated go to your Infirmary as wounded — they can be healed back
- If your Infirmary is full, excess casualties become permanently dead — this is a significant loss
- Before PvP-heavy events (SvS, Kill Event), heal all wounded troops to free up Infirmary capacity
- Upgrade your Infirmary and research Ward Expansion / Bandaging to increase capacity and healing speed
- During Crazy Joe: Do NOT heal mid-event — healed troops return home and displace reinforcements
🛡️ Defensive Boosters
These can be activated from the City Bonus menu and provide temporary defensive advantages:
| Boost | Effect | Cost | Duration |
|---|---|---|---|
| Counter-Recon | Hides your city from enemy scouts | ~4,800 Gems (24h) | 2h / 8h / 24h |
| Troops Defense | +10% troop defense | 2,000 Gems | 2h |
| Troops Defense (heavy) | +20% troop defense | 20,000 Gems | 12h |
Counter-Recon is particularly valuable during SvS Battle Phase — if enemies can't scout you, they don't know if you're worth attacking. Use it when you're offline and unshielded.
⚔️ Rally vs. Solo Attack
| Situation | Recommendation |
|---|---|
| Target is stronger than you | Always rally — more troops + ally hero buffs |
| Target is clearly weaker | Solo is fine; saves rally cooldown |
| SvS — you want points | Rally preferred — reduces your own troop losses |
| You need to hit outside your FC range | Must rally; leader's level sets the target range |
| Target has full garrison | Scout first — if they're fully loaded, rally or skip |
Rally benefits beyond raw power: - Top 4 joining heroes contribute their first Expedition Skill as buffs - Spreads troop losses across multiple players, reducing individual Infirmary load - Deters retaliation — rallying looks stronger than a solo attack
🗺️ Positioning & Map Awareness
- Stay near your alliance — isolated cities are easy targets; cities near alliance banners and HQ get faster reinforcement
- During SvS: Teleport to the enemy state only after recalling reinforcements from your city — they are lost permanently if you cross-state teleport with troops in your city
- Avoid resource tiles during Kill Events and SvS — troops on tiles can be attacked and killed for points, with no Infirmary protection
- Bookmark weak enemy targets during the SvS matchmaking phase (before Battle Phase) — you can scout the enemy state before borders open and identify your targets in advance
❌ Common PvP Mistakes to Avoid
- Attacking without scouting — you might walk into a trap account (a player who keeps most troops hidden and intentionally looks weak to bait attacks)
- Sending troops to resource tiles during Kill Events or SvS — they can be attacked and permanently killed with no Infirmary protection
- Leaving troops home unshielded overnight — especially during SvS and Kill Event weeks
- Using Growth heroes on your barricade — they contribute zero combat value
- Not healing before SvS Battle Phase — a full Infirmary means your next losses are permanent deaths
- Forgetting to recall reinforcements before cross-state teleport — instant and permanent troop loss
- Going all-in on one troop type without scouting — a pure Marksman march against an Infantry-heavy defender with Lancers backing them up will be destroyed
📋 Pre-PvP Checklist
- [ ] Shield active or troops sent somewhere safe if going offline
- [ ] Barricade heroes set to your 3 strongest combat heroes
- [ ] Infirmary cleared (heal wounded troops before the event)
- [ ] Squads preset for attack, defense, and rally join
- [ ] Scouted the target — know their troop composition and heroes
- [ ] Combat pet skills activated (Quick Use)
- [ ] Troop composition adjusted to counter what the scout revealed
- [ ] Alliance aware of the attack plan if coordinating a rally
🏭 Foundry Battle — Tips & Strategy Guide
Foundry Battle is an alliance vs. alliance war on a dedicated map. No troops die. Coordination and map control matter more than raw power — a well-organized mid-tier alliance will consistently beat a stronger but disorganized one.
📋 Event Basics
- Frequency: Every 2 weeks (usually Sundays)
- Duration: 60 minutes
- Format: Alliance vs. alliance on a dedicated battlefield map
- Objective: Earn the most Arsenal Points by capturing and holding buildings
- Eligibility: Furnace Level 16+, member of a top-20 alliance by power ranking, registered before the registration window closes
- Troop deaths: None — troops are only injured, not killed; all troops auto-heal at battle end
- Early exit heal: Leave the battlefield for 12 minutes and return with fully healed troops
📝 Registration & Legion Structure
- Alliance Leaders and R4+ officers register participants before the event
- Each alliance can field two Legions — Legion 1 and Legion 2
- Each Legion: 30 combatants + 10 substitutes
- Only Legion 1 results determine your alliance's ranking and rewards
- Members assigned to one Legion cannot participate in the other
- You must have joined the alliance before registration closes to be eligible — late joiners cannot participate or receive rewards
- To enter the battlefield, you must have: no active marches, no injured troops in the Infirmary, no reinforcements in your Embassy
⚠️ Before entering: Recall all marches, heal all troops, and remove any reinforcements from your Embassy. Failing any of these will block your entry.
🏛️ Buildings — What They Do & What They're Worth
There are 11 buildings across the map. Each phase unlocks different buildings. Understanding their function is critical to prioritizing correctly.
| Building | Points on Capture | Points per Minute | Special Effect |
|---|---|---|---|
| Imperial Foundry | 9,000 | 1,800 | Central objective; highest point value |
| Prototype Sites (×2) | 6,000 | 1,200 | Second-highest value; near the Foundry |
| Repair Facilities (×4) | 3,000 | 600 | Steady passive income; spread across map |
| Munitions Warehouse | 1,200 | 240 | Boosts your troops' combat effectiveness |
| Mercenary Camp | 1,200 | 240 | Dispatches mercenaries to attack enemy buildings |
| Boiler Room | Varies | Varies | Reduces the time required to capture buildings |
| Transit Station | Varies | Varies | Reduces teleport cooldown — mobility advantage |
| Weapon Workshops | Loot-based | — | Phase 3 random spawns; loot for bonus points |
🔑 Priority order: Imperial Foundry > Prototype Sites > Repair Facilities > Transit Station > Boiler Room > everything else. The Foundry and Prototype Sites together generate 4,200 pts/minute when held — more than all Repair Facilities combined.
🌊 Phase Breakdown
Phase 1 — Opening Fight
Buildings available: Repair Facilities, Prototype Sites, Boiler Room, Transit Station
- Secure the Transit Station first if possible — reducing teleport cooldowns gives your entire alliance better map mobility for the rest of the battle
- Capture the Boiler Room early — faster building control times means more buildings flipped in less time
- Begin moving toward the Prototype Sites once support buildings are secured
- The attacking group (see team structure below) should start eliminating enemy players to thin their numbers
Phase 2 — Main Contest
New buildings: Imperial Foundry (center), Munitions Warehouse, Mercenary Camp
- This is the decisive phase — the Imperial Foundry becomes available
- Coordinated rallies are needed to take and hold the Foundry against a defended enemy
- Activate the Munitions Warehouse to boost your troops' combat stats for the fights ahead
- Use the Mercenary Camp to harass enemy-held buildings remotely while your troops are committed elsewhere
Phase 3 — Weapon Workshops
New buildings: Weapon Workshops (random locations, two waves)
- Workshops spawn randomly and can be looted for bonus Arsenal Points
- Assign lower-power players or defenders with free marches to loot these quickly
- In the final 10 minutes, focus on holding what you have and looting any scattered points on the map rather than trying to flip new buildings
⚙️ The Points System — Understanding the Bubble
This is the most important mechanic to understand and is often misplayed:
- When you hold a building, it generates points — half go directly to your alliance score, and half are stored as temporary points shown as a bubble above the building
- If the enemy captures your building, your temporary bubble points are lost and scattered around the building as lootable Arsenal Supplies on the ground
- Scattered points can be looted by either side — if you lose a building, immediately send troops to collect the supplies before the enemy does
- Keep troops near contested buildings so you can intercept scattered points on a flip
💡 Watch the mini-map for yellow dots — these indicate scattered Arsenal Supplies on the ground. They are free points for whoever gets there first.
👥 Team Structure & Role Assignment
The official recommended structure divides your 30-player legion into four teams:
| Team | Composition | Primary Role |
|---|---|---|
| A1 | 4 strongest players (excluding #1) | Main attack — eliminate enemy players |
| A2 | Next 4 strongest | Secondary attack / A1 cover while they heal |
| D1 | Top player + 3 members | Defend Boiler Room, Prototype 1, Repair Stations 1 & 2 |
| D2 | Remaining members | Defend Repair Stations 3 & 4, Prototype 2, Transit Station |
How the rotation works: 1. A2 helps D1/D2 secure buildings at the start 2. When A1's troops are depleted, A1 retreats for ~12 minutes to heal 3. A2 takes over attacking while A1 recovers 4. Once A1 is healed, both resume original roles — A1 attacks, A2 supports defenders 5. In the final 10 minutes: both attack teams focus on a coordinated Imperial Foundry assault
⚔️ Imperial Foundry — Endgame Assault
The Foundry is hardest to take when the enemy is expecting it. The optimal approach:
- Wait until the final 10 minutes — by then the enemy Foundry will have accumulated 20–30K temporary (bubble) points
- Staggered rally timing: A1 launches a rally (1-minute fill time), then A2 launches their rally 10 seconds later — the overlapping waves overwhelm the defense and make it harder to reinforce in time
- Teleport in a circle around the Foundry as the assault lands — this positions players to immediately loot scattered points if the building flips
- Even if you don't hold the Foundry long, the loot from the scattered bubble gives a massive late-game point swing
⚠️ Controlling the Foundry is not mandatory to win. If your team holds the Prototype Sites and Repair Facilities consistently, you can win on accumulated points without ever taking the center. Only attempt the Foundry if the timing and troop health support it.
🦸 Hero & Troop Setup
Troop Composition
Standard PvP balanced formation works well: ~50% Infantry / 20% Lancers / 30% Marksmen
- Infantry tank incoming attacks while Marksmen deal damage
- You will be fighting many consecutive engagements — infantry's durability matters more here than pure DPS
- Use your highest-tier troops; lower tiers fill your injury slots faster
Heroes
- Use your 3 strongest combat heroes — all three contribute stats and skills to every fight
- Prioritize heroes with high Attack and Defense buffs for sustained multi-engagement combat
- Do not use Growth heroes (Zinman, etc.) — no combat value
Pre-Battle Buffs — Activate These Before Entering
- All combat pet skills (Quick Use)
- Chief Gear equipped on relevant troop types
- Any available troop attack/defense boosts from City Bonus menu
- VIP bonuses if active
- Alliance tech buffs if your R5 has activated them
🏥 Troop Healing During Battle
Healing management is a hidden skill in Foundry Battle — running out of healthy troops mid-battle is avoidable:
- Use healing speedups proactively — don't wait until your troops are completely depleted
- If you run out of healing items: leave the battlefield — after 12 minutes outside, you return with fully healed troops
- Heal in waves — if A1 is recovering, A2 covers. Stagger your team's heal cycles so someone is always active
- Stockpile healing speedups before the event — this is a primary resource sink during Foundry
🗺️ Map Tips
- Reinforce allies under attack — especially players who are active attackers burning through teleports. Reinforcing a teammate under assault adds defensive kills to your score and drains the attacker
- Target the enemy's strongest players first — eliminating their high-power accounts early makes every subsequent building fight easier
- Use teleports strategically — don't waste them on low-value buildings early. Save them for the Foundry assault or to reinforce a critical point loss
- Transit Station early — reduced teleport cooldown compounds over the entire 60 minutes; this building's value is highest when captured in Phase 1
💰 Rewards & Shop
- Rewards are based on personal Arsenal Point ranking (personal merit) and alliance ranking (alliance performance)
- Only Legion 1's results determine alliance ranking rewards — Legion 2 members earn personal rewards only
- Rewards include Arsenal Tokens redeemable in the Foundry Shop
- The Foundry Shop refreshes every 14 days (2 weeks after the Sunfire Castle event)
- Shop items include: Design Plans, Charm Designs, and other rare progression materials — prioritize these over generic resources
❌ Common Mistakes to Avoid
- Entering with injured troops or active marches — you'll be blocked from the battlefield entirely
- Ignoring the Transit Station — teleport cooldown reduction is a force multiplier for the entire battle
- Rushing the Imperial Foundry in Phase 1 — it's not available yet, and you'll waste troops fighting for nothing
- Not healing proactively — waiting until troops are fully depleted instead of topping up throughout
- Leaving scattered bubble points uncollected — when a building flips, those points are free for anyone; always have troops nearby to loot them
- Solo attacking defended buildings — always rally against a defended structure; solo attacks are easily repelled and waste troop health
- Ignoring Weapon Workshops in Phase 3 — free points that most players overlook while focused on the center
📋 Pre-Battle Checklist (All Members)
- [ ] Registered with leadership before the window closed
- [ ] All troops healed — Infirmary empty
- [ ] All active marches recalled
- [ ] Embassy reinforcements removed
- [ ] Combat pets activated (Quick Use)
- [ ] Chief Gear equipped
- [ ] Healing speedups stocked
- [ ] Assigned role confirmed with leadership (Attack / Defend)
- [ ] March preset configured for combat (balanced formation, combat heroes)
🔥 Flame and Fangs — Tips & Strategy Guide
Flame and Fangs is one of the simplest events in WOS — it runs alongside your normal Intel Missions and costs nothing extra to participate. If you're already doing your daily Intel, you're most of the way there. The only skill is knowing what to prioritize in the shop and how to squeeze out a few extra Cores with one easy pre-event trick.
📋 Event Basics
- Frequency: Every 2 weeks, running alongside State of Power (SvS) and King of Icefield weeks
- Duration: 2 active days (Monday and Tuesday), plus a short spend-only window afterward
- How it works: Complete Intel Missions at the Lighthouse to earn Crystallite Cores, then exchange them in the Flame and Fangs shop for rewards
- No troops required: This is a pure PvE Intel event — no combat or troop losses
⚠️ Any unspent Crystallite Cores at the end of the event are automatically converted to 10,000 Meat each. Meat is nearly worthless compared to what the shop offers. Spend every Core before the event closes.
💎 How to Earn Crystallite Cores
Cores come from two sources during the event, accessed through the Lighthouse → Intel Missions:
| Source | Cores Earned |
|---|---|
| Regular Intel Missions (8 per refresh) | 1 Core each |
| Firehunter missions (2 per refresh) | 10 Cores each |
| Bounty Intel Missions | 0 Cores — do not count |
Intel Missions refresh 3 times per day at 00:00, 08:00, and 16:00 UTC.
Each refresh gives you 8 regular missions (8 Cores) + 2 Firehunter missions (20 Cores) = 28 Cores per refresh.
With 3 refreshes per day across 2 days = 6 total refreshes = 168 Cores maximum if you complete everything.
🎯 Always prioritize the Firehunter missions. Each one is worth 10x a regular mission. If you only have time to do a few missions in a refresh, hit the Firehunters first.
🔑 The Pre-Event Trick — +16 Free Cores
This is the most widely shared Flame and Fangs tip. By deliberately leaving the Sunday evening Intel Missions incomplete the day before the event, you can carry extra Cores into Monday when the event starts.
The exact schedule (all times UTC):
| Day | Time | What to Do |
|---|---|---|
| Sunday | 00:00 | ✅ Defeat beasts + ✅ Collect rewards (normal) |
| Sunday | 08:00 | ✅ Defeat beasts — ❌ Do NOT collect rewards |
| Sunday | 16:00 | ❌ Do NOT defeat beasts — ❌ Do NOT collect rewards |
| Monday | 00:00 | ✅ Defeat all beasts + ✅ Collect all rewards → 44 Cores instead of 28 |
Why it works: The Sunday 08:00 missions you completed but didn't claim become claimable on Monday for Crystallite Cores when the event is live. The Sunday 16:00 missions are also still completable on Monday morning before the 07:00 UTC reset window closes them.
⏰ The Sunday 16:00 missions only exist for 15 hours — complete and claim them by Monday 07:00 UTC or they will expire.
This trick adds +16 Cores, bringing your total potential from 168 to 184 Crystallite Cores.
🛒 Shop — What to Buy and in What Order
Total Cores available (with trick): ~184 Total Cores needed to buy everything: ~295 (255 without RFC)
You cannot buy everything. Prioritize ruthlessly.
| Item | Cost (Cores) | Max Purchase | Total Cost to Max | Priority |
|---|---|---|---|---|
| Refined Fire Crystal | 20 | 2 | 40 | 🥇 #1 — if FC6 unlocked |
| Fire Crystals ×5 | 5 | 6 | 30 | 🥈 #2 — always |
| 1h Research Speedup ×2 | 4 | 5 | 20 | 🥉 #3 |
| 1h Construction Speedup ×2 | 4 | 5 | 20 | 🥉 #3 |
| 1h Training Speedup ×2 | 4 | 5 | 20 | 🥉 #3 |
| 10K Hero EXP ×1 | 3 | 15 | 45 | ❌ Low value — skip |
| 1M Meat | 1 | 30 | 30 | ⬇️ Only if Cores left over |
| 1M Wood | 1 | 30 | 30 | ⬇️ Only if Cores left over |
| 100K Coal | 1 | 30 | 30 | ⬇️ Only if Cores left over |
| 10K Iron | 1 | 30 | 30 | ⬇️ Only if Cores left over |
Priority Breakdown
#1 — Refined Fire Crystals (40 Cores for 2) At 30,000 SvS points each and a hard weekly RFC cap elsewhere, these are the highest-value items in the entire shop. Buy both immediately if your state has unlocked FC6. Do not skip these.
#2 — Fire Crystals (30 Cores for 30 FC) At 2,000 SvS points each and slow daily accumulation from the Crystal Lab, 30 free Fire Crystals is excellent value. Max these out next.
#3 — Speedups (20 Cores each type, for 10 hours of each) Research, Construction, and Training speedups are all solid. Which type to prioritize depends on what you're currently working on — if you have no urgent builds, Research is generally the most flexible.
Skip — Hero EXP 45 Cores for Hero EXP that you can get from Exploration passively is not worth it. The opportunity cost is too high given the shop's better options.
Last resort — Resources Only spend leftover Cores here to avoid the Meat conversion penalty. If you have fewer than 5 Cores remaining and nothing better to buy, convert them to resources.
Optimal Spend Summary (184 Cores)
| Purchase | Cores Spent | Running Total |
|---|---|---|
| 2× Refined Fire Crystal | 40 | 40 |
| 6× Fire Crystals ×5 (30 FC) | 30 | 70 |
| 5× Research Speedup packs | 20 | 90 |
| 5× Construction Speedup packs | 20 | 110 |
| 5× Training Speedup packs | 20 | 130 |
| Remaining 54 Cores → Resources | 54 | 184 |
⏱️ Daily Routine During the Event
The event is low-effort if you stay on top of the refresh windows. Three times per day:
- Open Lighthouse → Intel Missions
- Complete both Firehunter missions immediately (10 Cores each)
- Complete remaining 8 regular Intel Missions (1 Core each)
- Claim all rewards
That's it. Each session takes a few minutes. Miss a refresh and you leave 28 Cores — and potentially 280,000+ Meat worth of valuable items — on the table.
❌ Common Mistakes to Avoid
- Not doing the pre-event trick — 16 free Cores requires almost no effort the day before; there's no reason to skip it
- Skipping the Sunday 08:00 missions entirely — the trick requires you to complete them without collecting them; do not skip them outright or there's nothing to claim Monday
- Missing the Monday 07:00 UTC deadline for Sunday 16:00 missions — they expire; set a reminder
- Buying Hero EXP — the worst value in the shop by a significant margin
- Leaving Cores unspent — automatic Meat conversion at end of event is a painful waste
- Ignoring Firehunter missions — each is worth 10 regular missions; always clear these first every refresh
- Waiting until Tuesday evening to shop — spend Cores as you go so you don't forget
📋 Flame and Fangs Checklist
Sunday (day before event): - [ ] Complete 00:00 UTC refresh normally (defeat + collect) - [ ] Complete 08:00 UTC refresh beasts — do NOT collect rewards - [ ] Skip 16:00 UTC refresh entirely — do not touch it
Monday (event day 1): - [ ] At 00:00 UTC: Collect Sunday 08:00 rewards + complete Monday 00:00 missions (44 Cores) - [ ] Complete Sunday 16:00 missions before 07:00 UTC (16 Cores) - [ ] Complete 08:00 UTC refresh (28 Cores) - [ ] Complete 16:00 UTC refresh (28 Cores) - [ ] Start buying from shop — RFC first, then FC, then speedups
Tuesday (event day 2): - [ ] Complete all 3 refreshes (84 Cores) - [ ] Finish spending all remaining Cores before event closes
⚔️ Mercenary Prestige — Tips & Strategy Guide
Mercenary Prestige is the most stamina-intensive event in WOS. The rewards scale significantly with difficulty, so the long-term goal is to unlock higher tiers over multiple event cycles. Managing your stamina carefully and using Gina to reduce costs are the two biggest levers available to every player.
📋 Event Basics
- Frequency: Monthly, appears in the event rotation
- Format: Two parts — Personal Challenges (solo progression) and Alliance Challenges (boss fights)
- Personal Challenges: 50 levels of escalating difficulty; fight Phaethon Mercenaries on the map
- Alliance Challenges: Phaethon Captains — powerful shared bosses defeated by the whole alliance
- Core resource: Chief Stamina — this event uses a lot of it; start as early as possible each cycle
🏆 Difficulty Tiers & Progression
There are 10 difficulty levels split across two tiers:
| Tier | Difficulties Available |
|---|---|
| Champions | Easy → Normal → Hard → Nightmare → Insane |
| Legends | Easy → Normal → Hard → Nightmare → Insane |
Critical rule: You must clear a difficulty level to unlock the next one, and the unlock only applies to the next event cycle — not the current one. At minimum, it takes 10 event runs to work through all difficulty levels from Champions Easy to Legends Insane.
💡 If you're new to this event: Start at Champions Easy. Don't worry about unlocking Legends quickly — focus on completing your current difficulty cleanly and building toward the next tier over time.
Once you select a difficulty at the start of the event, it cannot be changed — all 50 waves in that cycle are locked to your chosen difficulty.
⚡ Stamina Costs — Know Your Budget
Every action in Mercenary Prestige costs Chief Stamina. With 50 levels per event, this adds up fast.
| Action | Stamina Cost | With Gina (4★) |
|---|---|---|
| Scout a mercenary | 15 | 15 (unchanged) |
| Solo Attack | 10 | 8 |
| Call Rally | 25 | 20 |
| Request Help (use contract) | 0 for you | 0 |
Total stamina range for the full 50 levels: - All solo: ~1,250 stamina (1,150 with Gina) - All rallies: ~2,000 stamina (1,750 with Gina)
⚠️ Start the event immediately when it opens. Stamina recharges naturally over time — if you start late, you lose the benefit of passive regeneration across the event duration.
💡 If you fail an attack: You will NOT lose the 10 stamina spent on the attack — it is refunded when your march returns home. Only the 15 scout stamina is spent if you fail to defeat the target within the 1-hour window.
🦸 The Gina Advantage
Gina is the single most important hero for this event, specifically because of her stamina reduction.
- At 4 stars, Gina reduces solo attack stamina from 10 → 8 and rally stamina from 25 → 20
- Use Gina for as many levels as possible before swapping to stronger combat heroes
- When you hit a wall with Gina and start losing, swap her Hero Gear to your main Marksman hero — this can push Gina a few more levels without upgrading her
- Once Gina can no longer clear a level, switch to your strongest combat march
🎯 The longer you keep Gina viable, the more stamina you save across the full 50 levels. Even a few extra Gina clears meaningfully reduces total stamina cost.
📋 Personal Challenges — How It Works
- Go to Events → Mercenary Prestige and select your difficulty
- Click Scout (15 stamina) — a Phaethon Mercenary appears on the map
- You have 1 hour to defeat it using one of three methods:
| Method | Cost | Notes |
|---|---|---|
| Solo Attack | 10 stamina | Cheapest; use until levels get too hard |
| Rally | 25 stamina | Use for harder levels; alliance joiners earn bonus rewards |
| Request Help | 0 for you | Uses one of your 5 Mercenary Contracts; an ally calls a rally for you |
- Defeat the target → unlock next level → repeat
Mercenary Contracts: You receive 5 per event. Unused contracts are removed when the event ends. Use them on your hardest levels — don't waste them on levels you can solo. You also gain +1 Contract for every time you help someone else with theirs.
⚠️ If you fail to defeat the target within 1 hour, you must spend 15 stamina again to re-scout. The attack stamina is refunded on failure, but the scout stamina is not. Plan attack timing accordingly.
The game warns you with two messages: - "The outcome is difficult to ascertain" — attempt it anyway; you may still win - "This deployment is almost certain to fail" — still try it; attack stamina is refunded on loss and RNG sometimes goes your way
🤝 Alliance Challenges — Phaethon Captains
As alliance members complete personal challenge waves, R4+ officers unlock the ability to summon a Phaethon Captain — a powerful alliance-wide boss.
How it works: - R4/R5 scouts and summons the Captain - A 30-minute timer begins; a mail notification goes to all alliance members - All alliance members send individual marches to chip away at the Captain's health - Anyone who participates receives rewards when it is defeated - Each Captain can only be defeated once per event — if too few members respond, you lose the chance
⚠️ Leadership: Only call a Captain when enough members are online and ready. Check activity before triggering. If the 30-minute timer expires without defeat, it can be re-activated — but don't waste attempts on poor-timing calls.
At first, all members should only send a march with 1 solider and no heros. This allows more alliance members to participate. Leadership should coordinate.
💡 All members should watch their in-game mail during active Mercenary Prestige weeks for Captain summon notifications. Missing the alert means missing the rewards.
💰 Rewards by Difficulty
Rewards escalate significantly from Champions to Legends. The jump to Legends tier is where Fire Crystals and Chief Gear materials enter the pool.
Champions Tier
| Difficulty | Fire Crystals | Hero Shards | Speedups | Gems |
|---|---|---|---|---|
| Easy | — | 5 Mythic | 18× 1h | 2,000 |
| Normal | — | 7 Mythic | 19× 1h | 2,500 |
| Hard | — | 9 Mythic | 20× 1h | 3,500 |
| Nightmare | 45 | 11 Mythic | 21× 1h | 4,000 |
| Insane | 54 | 13 Mythic | 22× 1h | 5,000 |
Legends Tier
| Difficulty | Fire Crystals | Chief Gear Chests | Hero Shards | Speedups | Gems |
|---|---|---|---|---|---|
| Easy | 56 | 6 | 15 Mythic | 23× 1h | 5,500 |
| Normal | 58 | 7 | 15 Mythic | 24× 1h | 6,000 |
| Hard | 60 | 8 | 15 Mythic | 25× 1h | 6,500 |
| Nightmare | 63 | 9 | 15 Mythic | 26× 1h | 7,000 |
| Insane | 65 | 10 | 15 Mythic | 27× 1h | 7,500 |
🎯 The Legends tier is where the event becomes a primary source of Fire Crystals and Chief Gear materials. Getting there is a long-term investment measured across many event cycles, but the rewards justify the grind.
⚔️ Combat Tips — Getting Through Hard Levels
General Approach
- Early levels (1–25): Use Gina as long as she's winning; standard balanced formation works fine
- Mid levels (26–40): Difficulty spikes — swap to your strongest combat heroes; consider rallying rather than soloing
- Late levels (41–50): These are genuine power checks. Rally if needed; use Mercenary Contracts here, not on earlier levels
Formation
Use your standard balanced PvP formation — approximately 50% Infantry / 20% Lancers / 30% Marksmen — with your strongest combat heroes. Infantry tanks incoming damage while Marksmen deal the bulk of output.
Hero Strategy
- Start with Gina in your march to maximize stamina savings
- When Gina starts losing, try swapping her Hero Gear to your strongest Marksman before giving up on her
- Once swapped out, use your top 3 combat heroes with best gear
- For rally levels, the same rules as Bear Trap apply: rally leader brings all 3 combat heroes; joiners put their best Expedition skill hero in slot 1
Don't Fear Failure Messages
The game's probability warnings are conservative. If you get "difficult to ascertain" — attempt it. If you fail, the attack stamina is refunded and you can try again with a different lineup or different RNG.
📈 Long-Term Progression Strategy
Because difficulty unlocks carry over between event cycles (not within the same one), this event rewards consistent participation over time:
| Events Completed | Highest Unlocked |
|---|---|
| 1 | Champions Easy (first time) |
| 2 | Champions Normal |
| 3 | Champions Hard |
| 4 | Champions Nightmare |
| 5 | Champions Insane |
| 6 | Legends Easy |
| 7+ | Legends Normal → Insane |
Don't rush unlocks at the expense of stamina. If you barely cleared the previous level, it may be worth repeating the same difficulty to farm the same rewards rather than struggling at the next tier with insufficient power. The game rewards steady progression.
❌ Common Mistakes to Avoid
- Starting the event late — every hour of missed stamina regeneration is lost potential; open the event on day one. Letting your staming reach maximum level is also inefficient
- Wasting Mercenary Contracts on easy levels — save all 5 for the hardest waves where you genuinely need help
- Ignoring Gina — even a low-star Gina saves stamina; upgrade her star level to 4 as a priority if you participate in this event regularly
- Not helping alliance members with their Contracts — helping earns you bonus rewards and gives you +1 Contract in return
- Missing Captain summon notifications — watch in-game mail during the event; Captains can only be defeated once and rewards are alliance-wide
- Abandoning a level because of a warning message — failure refunds the attack stamina; always try
- Not coordinating Captain timing with R4/R5 — calling a Captain when members are offline wastes the attempt
📋 Mercenary Prestige Checklist
- [ ] Start the event as soon as it opens — don't delay
- [ ] Select your difficulty (the highest you have unlocked)
- [ ] Ensure Gina is in your initial march to reduce stamina costs
- [ ] Scout and attack consistently whenever stamina allows — don't let it cap
- [ ] Save Mercenary Contracts for levels 40–50
- [ ] Trade help requests with an alliance member — mutual benefit at zero net stamina cost
- [ ] Watch in-game mail for Phaethon Captain summon notifications from R4/R5
- [ ] Participate in every Captain fight that gets called
👑 King of Icefield (KoI) — Tips & Strategy Guide
KoI has the same day-by-day structure as SvS Prep Phase — the same items score on the same type of days. The key difference is there's no Battle Phase and no troop losses. It's a pure progression event, and F2P players can compete meaningfully if they plan ahead.
📋 Event Basics
- Frequency: Every 2 weeks, alternating with State of Power (SvS); also appears if SvS matchmaking fails
- Duration: 7 days (Monday through Sunday)
- Format: Cross-state — 6 states compete on a shared leaderboard
- How to join: Automatic — no registration required; just play
- Unlocks: After your state's first State of Power event (replaces Hall of Chiefs permanently)
- No PvP combat — this is a pure resource/upgrade progression event
📅 Day-by-Day Stage Schedule
Each day has a theme with specific high-value activities. The point values mirror SvS Prep Phase.
| Day | Stage Theme | Primary High-Value Activities |
|---|---|---|
| Day 1 | City Construction | Fire Crystals (2,000 pts each), Refined FC (30,000 pts each), Construction Speedups, Chief Gear upgrades, Chief Charm upgrades |
| Day 2 | Hero Development | Lucky Wheel spins (8,000 pts per 10-spin), Hero Shards, Fire Crystals (secondary) |
| Day 3 | Basic Skill Up | Advanced Wild Marks (pet refinement), Lucky Wheel spins, Hero Shards |
| Day 4 | Combat Training | Troop training completions (must finish on Day 4), Chief Gear upgrades |
| Day 5 | Skills & Equipment | Mithril (highest pts/item on this day), Essence Stones, Hero Gear upgrades — generally the highest single-day ceiling |
| Day 6 | Combat Training | Troop training completions, Chief Gear upgrades |
| Day 7 | Resource Gathering | Pet refinement (Advanced Wild Marks), Troop promotions, gathered resources returning from tiles |
🎯 Day 5 is typically the highest scoring day. Mithril and Essence Stones provide exceptional points per item. Prioritize saving these for Day 5 above all else.
🏅 Rewards Overview
There are five reward categories:
| Category | How Earned |
|---|---|
| Daily Milestone Rewards | Hit point checkpoints each day (4 tiers per day) |
| Medals of Honor | Earned at milestones 3 and 4 each day (2 per day, 14 total) |
| State Daily Ranking | Top 100 players in your state per day |
| State Total Ranking | Top 100 players in your state over all 7 days |
| Cross-State Ranking | Top 1,000 players across all 6 competing states |
Medal of Honor shop contains: Mythic Hero Shards for the season's featured hero, Skill Manuals, Speedups, Island Scrolls.
State Rank Reward is granted to any chief scoring over 250,000 total points — a meaningful target for consistent players.
💡 Even if you're not aiming for top rankings, always hit the daily milestones. They're the most reliable reward and require relatively modest resource investment.
💎 What to Save vs. What to Spend
KoI and SvS Prep use the same point system. Items saved for SvS are equally valuable here. The same stockpile strategy applies:
| Item | Best Day | Notes |
|---|---|---|
| Refined Fire Crystals | Day 1 | 30,000 pts each — never use between events |
| Fire Crystals | Day 1 | 2,000 pts each |
| Construction Speedups | Day 1 | High value; start pending upgrades |
| Mithril | Day 5 | Highest per-item value on Day 5 |
| Essence Stones | Day 5 | Hero Gear Mastery Forging — major pts |
| Hero Shards / XP | Day 2 or 3 | Lucky Wheel spins available both days |
| Advanced Wild Marks | Day 3 and Day 7 | Pet refinement; split between both days |
| Training Speedups | Days 3–4 | Training must finish on Day 4 or 6 |
| Chief Charm materials | Day 1 or Day 6 | 70 pts per Charm Score point |
📆 Day-by-Day Tips
Day 1 — City Construction
- Use all stockpiled Fire Crystals, Refined Fire Crystals, and Construction Speedups
- Building upgrades only need to start on Day 1 — they can finish later
- Chief Gear upgrades and Charm upgrades also count here
Day 2 — Hero Development
- Lucky Wheel is your primary F2P tool — spin 10 at a time for the cost discount; 8,000 pts per 10-spin
- Save your gems throughout the week before KoI and use them on Days 2 and 3
- Aim for at least 20 Lucky Wheel spins per day; 70 total across Days 2 and 3 gets you the milestone
- Hero Shards and Hero XP also count — use any surplus here
Day 3 — Basic Skill Up
- Advanced Wild Marks for pet refinement give 15,000 pts each — highest value activity
- Lucky Wheel spins still count today; continue spinning if you have gems
- Split your Wild Marks: save some for Day 7 when pet refinement scores again
Day 4 — Combat Training
- Troop training must finish on this day — start training on Day 2 or 3 and time the completion
- Promote lower-tier troops (more points per troop than fresh training at same tier)
- Chief Gear upgrades also count
Day 5 — Skills & Equipment
- Mithril and Essence Stones are the priority — use everything you have saved
- This is generally the day where the gap between prepared and unprepared players is largest
- Hero Gear upgrades and Mastery Forging also score well
Day 6 — Combat Training
- Same as Day 4 — troop training completions and Chief Gear upgrades
- Send troops to resource tiles the evening before so they return with gathered resources during Day 7's reset
Day 7 — Resource Gathering
- Pre-position troops on gathering tiles the night before (Day 6 evening) — 8-hour tiles return during Day 7, instant points on arrival
- Remaining pet refinement materials (Wild Marks saved from Day 3) go here
- Troop promotions and any leftover Fire Crystals also score
⚡ Key Tips
- Do not use Mithril, Refined Fire Crystals, or Essence Stones on the wrong day — these are the highest-value items and their point returns are strictly tied to specific days
- The Lucky Wheel trick: 10-spin costs less per spin than single spins. Batch your spins for efficiency
- Troop training timing: Just like SvS, training must finish on the scoring day — not start. Plan carefully
- Resource tile pre-positioning: Sending troops out on Day 6 evening so returns hit during Day 7 is free points while you sleep
- Balance across days: Don't dump everything on Day 1. Spread resources across the week to hit milestones every day and maximize Medal of Honor collection
❌ Common Mistakes to Avoid
- Spending Mithril or Essence Stones on the wrong day — massive wasted points
- Not spinning the Lucky Wheel on Days 2 and 3 — 8,000 pts per 10-spin is too good to skip
- Using all Wild Marks on Day 3 and having none for Day 7
- Missing daily milestones — even modest resource investment gets you the first 2–3 milestone tiers every day
- Training troops that won't finish on Day 4 or 6 — start on time or the points don't count
📋 KoI Checklist
Before KoI begins: - [ ] Stop using: Refined FC, Construction Speedups, Mithril, Essence Stones, Wild Marks - [ ] Save gems for Lucky Wheel on Days 2 and 3 - [ ] Queue troop training to finish on Day 4 (start Day 2 or 3) - [ ] Start major building upgrades to complete on or after Day 1
During KoI: - [ ] Day 1: Fire Crystals + RFC + Construction Speedups + Chief Gear/Charms - [ ] Day 2: Lucky Wheel (batch 10) + Hero Shards/XP - [ ] Day 3: Advanced Wild Marks (save half for Day 7) + Lucky Wheel - [ ] Day 4: Troop training completions + Chief Gear - [ ] Day 5: Mithril + Essence Stones + Hero Gear upgrades - [ ] Day 6: Troop training completions + send troops to tiles overnight - [ ] Day 7: Gathered resources return + remaining Wild Marks + promotions
🏰 Fortress Battles — Tips & Strategy Guide
Fortress Battles are weekly PvP for building control. Unlike SvS, this is state-internal — you're fighting other alliances on your own server. Winning consistently requires time slot coordination, rally timing, and understanding the reward structure so you're fighting for buildings that actually benefit your alliance.
📋 Event Basics
- Frequency: Weekly, every Friday — runs for 8 weeks per season
- Battle window: 2 hours per week; the specific time is determined by matchmaking based on your selected time slots
- Format: Alliance vs. alliance PvP for control of Fortresses and Strongholds on the world map
- Season structure: 8 weekly phases; all occupied Fortresses reset at season end
- Who registers: Alliance Leaders and R4+ officers — members do not register themselves
- Buildings: 16 total — 12 Fortresses and 4 Strongholds
🏛️ Building Types
| Type | Count | Rewards | Notes |
|---|---|---|---|
| Fortress | 12 | Better rewards | Primary target each week |
| Stronghold | 4 | Lesser rewards | Unlocks ~week 4 of the first season |
Each building has different specific rewards (check in-game by tapping the building). Rewards rotate weekly within the season — a building that gave speedups this week may give different items next week.
🎯 Before registering, tap each available building and review its rewards. Fight for the buildings that give items your alliance actually needs — Charm materials, Fire Crystals, speedups, etc. Don't default to always fighting the hardest target.
📝 Registration & Season Progression
Each week: - Alliance can register to attack 1 Fortress + 1 Stronghold - R4/R5 can each register 1 additional Fortress and 1 additional Stronghold per week - Any Fortress/Stronghold your alliance currently holds is automatically re-registered for defense the following week - You cannot change auto-registered buildings — you must defend what you hold
Season snowball effect: - If you win every week, by Phase 8 you could be defending up to 8 Fortresses and 4 Strongholds simultaneously - This is extremely demanding — do not overextend if you can't field enough players for multiple battles
Time slot selection: - R4/R5 choose 3 preferred time slots per week - The server matchmakes based on both alliances' preferences - Choose time slots when your alliance has maximum active members — the battle window only lasts 2 hours
⚔️ Battle Phase — Win Conditions
- Hold the building continuously for 30 minutes within the 2-hour window → automatic victory
- If no alliance achieves 30 continuous minutes → whoever holds it at the end of the 2-hour window wins
- Sniping strategy: If you can't hold the building for 30 minutes, contest it aggressively at the very end of the window — being the occupier at the 2-hour mark wins by default
💰 Reward Structure — Know What You're Getting
There are three distinct reward categories with different eligibility rules:
First Occupation Rewards
- Earned by every player who participated in the initial rally that first captured the building
- Awarded immediately via mail upon occupation
- Always use a rally for the first capture — solo attacks mean only you get these rewards, not the whole team
- Does not require your alliance to ultimately win control
Occupation Rewards (Control Crates)
- Awarded to players who stayed inside the Fortress during the full 30-minute occupation period
- Maximum of 20 members receive these crates
- Only awarded once per building per phase
Alliance-Wide Control Rewards
- Distributed to all alliance members when the alliance successfully controls a Fortress
- These are the major distributable rewards that leadership allocates
- Distribute these fairly — giving them exclusively to leadership or top players is the fastest way to break alliance cohesion
⚠️ If you leave your alliance on Friday (battle day), you cannot participate in another alliance's Fortress Battle that week. Stay in your alliance through the battle window.
🗺️ Tactical Tips
Pre-Battle
- Teleport near the target building before the battle window opens — rally march times matter; being close means hitting the building faster
- Coordinate rally leaders in advance; they should be positioned closest to the target
- Set squads and march presets before the window — do not scramble mid-battle
During Battle
- Use rallies, not solo attacks, for the initial capture — everyone in the rally earns First Occupation rewards
- After capturing, maintain a presence inside to accumulate toward the 30-minute threshold
- Sniping: If losing, recall troops temporarily to reset the 30-minute clock for the enemy, then re-attack late in the window
- Call multiple rapid rallies if the enemy is defending hard — overlapping rally waves are harder to repel
- Scout the defending alliance before the battle if possible — know their power and composition
Time Slot Strategy
- Pick time slots that match your alliance's peak activity hours
- If you have members in different time zones, choose slots that work for your most powerful players — they need to be present for rally leadership
📈 Season Management
- Don't overextend. Holding 2–3 buildings you can reliably defend is better than holding 6 buildings you can only defend 50% of the time
- Track which buildings you currently hold and prioritize their defense before attacking new targets
- Communicate the season's building priority to all alliance members so everyone knows what matters each week
- At season end, all buildings reset — there's no permanent territory, only season-end ranking rewards
❌ Common Mistakes to Avoid
- Solo attacking for the first capture — only you get the First Occupation rewards instead of the whole rally group
- Choosing time slots when key players are offline — coordinating with whoever sets the slots is critical
- Fighting for buildings with bad rewards — always check the reward preview before registering
- Overextending on auto-registered defenses — if you hold too many buildings, you may not have enough active players to defend them all on Friday
- Leaving the alliance on Friday — you're locked out of that week's battle if you switch alliances on battle day
- Distributing control rewards unfairly — alliance members notice; this erodes participation over time
📋 Weekly Checklist (Leadership)
- [ ] Review available buildings' rewards — register for the most valuable targets
- [ ] Select time slots when the most active members are online
- [ ] Announce battle time and target building to all members (Discord, alliance chat)
- [ ] Designate rally leaders and confirm they will be positioned near the target before the window opens
- [ ] After battle: distribute Control Rewards to participating members fairly
📋 Weekly Checklist (All Members)
- [ ] Confirm you know the battle time (UTC) and target building
- [ ] Teleport near the target before the window opens
- [ ] Set march presets for rally joining (PvP combat formation)
- [ ] Participate in the opening rally for First Occupation rewards
- [ ] Stay inside the building during occupation for Control Crate eligibility
⛏️ Frostfire Mine — Tips & Strategy Guide
Frostfire Mine is a solo free-for-all — no allies, no alliance coordination, everyone for themselves. Good strategy and smart skill selection can outperform raw power. A well-positioned F2P player can beat a stronger whale who plays carelessly.
📋 Event Basics
- Frequency: Every 2 weeks
- Duration: 30 minutes per battle
- Format: Solo PvP/PvE on a dedicated map — everyone, including alliance members, is an enemy
- Eligibility: Furnace Level 16+
- Registration: Opens 10 minutes before each time slot; register and fight the same day
- Time slots (UTC): 02:00, 05:00, 11:00, 14:00, 16:00, 18:00, 21:00 — choose the slot that fits your schedule
- Troop deaths: None — troops only get injured; heroes have a 5-minute cooldown if defeated, not killed
- Objective: Collect the most Orichalcum by occupying Veins and defeating Mine Patrols
🗺️ Map Structure
The map has three concentric zones plus a central Smelter:
| Zone | Vein Level | Difficulty | Orichalcum Yield | Best For |
|---|---|---|---|---|
| Outer ring | Level 1 | Easy — weak guards | Lowest | Low-power players (20–40M) |
| Middle ring | Level 2 | Moderate | 2× Level 1 | Mid-power players (50–80M) |
| Inner ring | Level 3 | High — heavily guarded | 4× Level 1 | High-power players (100M+) |
| Smelter (center) | — | Highly contested | Massive passive gain | Final 7 minutes only |
💡 The outer ring is underrated. Fewer players compete there, you face weaker guards, and consistent uncontested gathering often beats fighting over Level 3 Veins you can't hold.
🔑 How Orichalcum Is Earned
There are four ways to collect Orichalcum:
- Occupy a Vein — defeat the Phaethon Mine Guards, then gather from the Vein continuously while you hold it
- Orichalcum Piles — when a Vein is first defeated, 3 piles drop around it; anyone can loot these (max 1 squad per pile at a time)
- Vein Outbursts — periodic high-yield events on individual Veins; announced 60 and 10 seconds before they appear
- Smelter — unlocks at ~23 minutes in; passively generates Orichalcum for whoever holds it
⚠️ Always send a full march to a Vein. Troops are unlimited here — a larger force is harder to dislodge and doesn't cost you anything.
🧠 The Frostfire Skill Tree — Do This First
Before mining anything, spend the first few minutes farming Mine Patrols to unlock your skills. This is the single biggest efficiency lever in the event.
- Level 1 Patrol: 75 XP each
- Level 2 Patrol: 150 XP each
- Total XP needed to unlock all 5 skills: 5,400 XP
At each level, you choose left or right — the choice is permanent for that session. The recommended path for most players:
| Skill Level | Recommended Choice | Why |
|---|---|---|
| Level 1 | Either — both give Orichalcum | Left = 1,080 passive/min; Right = 1,500 per patrol kill |
| Level 2 | Left (gathering speed boost) | Faster Vein occupation means more Orichalcum per minute |
| Level 3 | Left (+5,000 Ori per vein occupied, once per minute) | Massive passive boost; activates every time you occupy a new vein |
| Level 4 | Left (Mine Armory — +66 troop damage for 60s) | Helps take Veins from opponents faster |
| Level 5 | Right or Left depending on playstyle | Right boosts gathering speed during Outbursts |
🎯 Priority: Unlock Skill 3 as fast as possible. The +5,000 Orichalcum per vein occupied (once per minute) compounds heavily — every minute you have it active and are holding veins, you're ahead.
Do not start mining until you have at least Skill 3 unlocked. The early investment in patrol farming pays back quickly.
📍 Positioning Strategy by Power Level
Low Power (20–40M)
- Stay in the outer ring entirely — fewer enemies, weaker guards, consistent gains
- Focus on defeating patrols first to unlock skills
- Avoid direct confrontation; if someone attacks your Vein, abandon it and find another rather than fighting
- Loot Orichalcum Piles aggressively — these are often ignored by stronger players focused on Veins
Mid Power (50–80M)
- Start outer ring for patrol XP, then move to Level 2 Veins once Skill 3 is unlocked
- Exploit Vein Outbursts heavily — they can swing the leaderboard quickly
- Avoid the Smelter unless it's nearly uncontested in the final 2 minutes
High Power (100M+)
- Rush Level 3 Veins early with your full march
- Farm Outbursts aggressively
- Contest the Smelter in the final phase — coordinate timing with your pre-planned march
⚡ Teleportation
- You get free Advanced Teleports inside the mine with a 6-minute cooldown between uses
- Maximum of 5 teleports per session
- Use teleports to:
- Jump to a distant patrol cluster when your area runs dry
- Reposition to an Outburst Vein before others arrive
- Escape a losing fight and reestablish elsewhere
- Do not waste early teleports — save at least 2 for Outburst Veins and the final Smelter phase
⚠️ External march speed and gathering speed buffs (from alliance or gem sources) do not apply inside the mine. Only Frostfire Skill buffs are active. Research bonuses, VIP benefits, and hero stats do apply.
🕐 Event Timeline
| Time | What to Do |
|---|---|
| 0:00–5:00 | Farm Mine Patrols exclusively — unlock Skill 3 before anything else |
| 5:00–20:00 | Occupy Veins at your power-appropriate level; loot Piles; respond to Outbursts |
| 20:00+ | Outburst Veins become more frequent — prioritize these |
| ~23:00 | Smelter unlocks — high-power players should begin positioning |
| 25:00–30:00 | Final sprint — maximize occupied Veins; contest Smelter if viable |
🦸 Heroes
- Heroes use their Expedition Skills during Frostfire Mine
- If a hero is defeated in a failed attack, they have a 5-minute cooldown — they cannot be used during this window
- Use your strongest combat heroes for attacking contested Level 2–3 Veins
- Hero level and gear both apply — this is one of the few events where your full hero investment shows directly
💰 Rewards
Rewards are based on total Orichalcum gathered and your final ranking. Both gathering milestones and ranking rewards apply.
Primary reward items include: Charm Designs, Charm Guides (major source), Avatar Frames, Gems, Resources
🎯 Frostfire Mine is one of the best recurring sources of Charm Designs and Charm Guides — the materials needed to upgrade Chief Charms. Consistent top-half finishes meaningfully accelerate your Chief Gear charm progression.
❌ Common Mistakes to Avoid
- Starting to mine before unlocking Skill 3 — you're leaving hundreds of thousands of Orichalcum per session on the table
- Sending a partial march to Veins — troops are unlimited; always send full capacity
- Wasting all teleports early — save at least 2 for Outbursts and the final phase
- Ignoring Orichalcum Piles — these drop around every freshly defeated Vein; easy points others overlook
- Contesting Level 3 Veins if you're not strong enough to hold them — getting evicted wastes time; find uncontested Veins instead
- Missing Vein Outburst announcements — watch for the banner at the top of the screen; 60s and 10s warnings give you time to position
📋 Pre-Event Checklist
- [ ] Register for a time slot that fits when you can be fully active
- [ ] Ensure no troops are dispatched before entering (you cannot scout/gather outside during the event)
- [ ] Heroes equipped and at full health
- [ ] Know your power level and which zone to target
- [ ] Plan to spend first 5 minutes on patrol farming — do not mine immediately
💀 Brothers in Arms (Kill Event / KE) — Tips & Strategy Guide
Brothers in Arms is the only event in WOS where troops permanently die (on purpose). Every engagement carries real risk. The rewards are good but rarely justify aggressive play for most players — get the milestone rewards, protect your troops, and save your strength for the Castle Battle. This event always overlaps with castle so full participation can occur during castle battle.
📋 Event Basics
- Frequency: Monthly, during Castle Battle week
- Duration: Friday 00:00 UTC through Sunday 00:00 UTC (2 days)
- How points are earned: Kill or seriously injure enemy troops — points scale with the tier level of the troops affected
- Troop loss: Real and permanent — troops that exceed Infirmary capacity when defeated are dead and gone
- Resources lost: Yes — attackers can loot resources from cities they defeat
- Shields: Work normally — activate them if you're not actively participating
📊 How Points Are Calculated
Points are based on the level/tier of troops killed or seriously injured:
- Higher tier troops = more points per kill
- Low-tier troops (T1–T5) give negligible points — not worth the risk
- Focus attacks on players with T9+ troops for meaningful point returns
You earn points for: - Killing enemy troops in attacks - Seriously injuring enemy troops (overflow to Infirmary counts) - Defending your city successfully (defensive kills also count) - Attacking gathering troops on resource tiles - Castle Battle and Fortress Battle participation (but risk is high)
🎯 Strategy Tiers — Know Which You Are
Play for Milestones Only (Recommended for Most Players)
The simplest and safest approach. Hit the milestone rewards, then go quiet.
- Point exchange with an ally: Organize with a trusted alliance member to hit each other's cities lightly — you both accumulate milestone points with minimal real losses
- Once milestones are maxed, shield up and stay out of it
- The cost of healing troops from aggressive play usually exceeds the value of ranking rewards
Aggressive Play (High-Risk, High-Reward)
For players who want top leaderboard positions or are protecting alliance territory.
- Scout thoroughly before every attack — know exactly what you're walking into
- Only attack cities with troops significantly weaker than yours
- Target gathering troops on resource tiles
- Keep your own Infirmary empty before and during the event
💡 The Point Exchange Tactic
This is the most widely used beginner-friendly strategy:
- Coordinate with another player (ideally in your alliance) before the event
- You attack their city lightly → they take some troop losses → you earn points
- They attack your city lightly → you take some troop losses → they earn points
- Both players hit milestones with minimal net loss
- Both stop once milestones are reached
This gives zero net advantage to either player but gets you both the milestone rewards cleanly with controlled, agreed-upon losses.
🏰 Castle Battle & Fortress Battle During KE
Both events overlap with Brothers in Arms weekend. Key considerations:
Castle Battle (Saturday): - Attacking the Sunfire Castle and its Turrets only injures troops (no permanent deaths as long as Infirmary has space) - Safe source of KE points if your Infirmary capacity is healthy - If your alliance is contesting the Castle, save your troops for this rather than burning them on city attacks
Fortress Battle (Friday): - Fortress combat also generates KE points - Same Infirmary risk applies — don't go into Fortress Battle with a near-full Infirmary
🛡️ Defensive Survival Guide
If you don't want to participate aggressively, survival is straightforward:
| Threat Level | Action |
|---|---|
| Online and active | Keep a shield active when not attacking; recall troops if targeted |
| Going offline | Always activate a shield — 8-hour minimum, 24-hour if overnight |
| Shield expired, can't get one | Send troops to Alliance HQ, banners, or a long gathering march — troops in these locations cannot be attacked |
| Being targeted by a rally | Immediately request alliance reinforcements; cancel any active marches to protect them |
⚠️ Do not send troops to resource tiles during Brothers in Arms unless your state's NAP rules explicitly allow it and you accept the risk.
🗺️ State Rules — Check Before You Act
Every state develops its own rules for Kill Events. Common conventions include:
- No attacking cities in the top 5 or top 10 alliances (AKA NAP)
- Gathering attacks are permitted on tiles away from alliance territory
- Cities without alliances (unaffiliated players) are fair game
- Farm accounts are acceptable targets
⚠️ Ask your R4/R5 what your state's KE rules are before the event starts. Violating state conventions can trigger retaliation campaigns that cost your alliance far more than any points you gained. Ignorance is not a defense.
⚔️ Troop Loss Math — What Actually Happens
From the official wiki, when an attack fails: - 35% of your march is permanently lost (dead) - 10% is seriously injured → Infirmary - 55% is lightly injured → heals in city
When a defense fails: - 35% of defending troops → Infirmary (seriously injured) - 65% lightly injured → heals in city - If Infirmary is full: the overflow 35% serious injuries become permanent deaths
🔑 The Infirmary overflow rule is what makes this event dangerous. A player with a full Infirmary going into a defense can lose hundreds of thousands of high-tier troops permanently. Always clear your Infirmary.
❌ Common Mistakes to Avoid
- Not healing troops before the event — a full Infirmary turns losses into permanent deaths
- Attacking without scouting — trap accounts look weak on purpose; always scout first
- Sending troops to gather on resource tiles — they can be killed permanently with no Infirmary recovery
- Aggressive play without a clear plan — the healing cost after bad KE engagements can set your account back weeks
- Ignoring state rules — retaliation from top alliances for rule violations costs far more than any KE ranking rewards
- Not shielding when offline — the most common source of significant troop loss in the entire game
📋 Brothers in Arms Checklist
Before KE starts (Thursday): - [ ] Heal all wounded troops — empty the Infirmary completely - [ ] Confirm state KE rules with leadership - [ ] Coordinate a point exchange partner if going the milestone-only route - [ ] Stock 8h and 24h shields - [ ] Recall any troops currently on resource tiles
During KE: - [ ] Shield active whenever not attacking - [ ] Never send troops to resource tiles without explicit alliance approval - [ ] Troops in Alliance HQ/banners if shield expires and you can't get another - [ ] Save troops for Castle Battle on Saturday if your alliance is competing
🏆 Alliance Championship (AC) — Tips & Strategy Guide
The Alliance Championship is a weekly automated tournament — your troops fight without you once you register. The strategy happens before the battle starts: what formation you lock in, which buffs you activate, and how leadership arranges the lanes. Getting those decisions right is the whole game.
📋 Event Basics
- Frequency: Weekly, running Monday 00:00 UTC through the following Monday
- Format: Round-robin tournament — 6 alliances of similar tier compete, each facing the other 5 once
- Win condition: Win 2 of 3 lanes to win a round; win the most rounds to rank highest in your group
- Troop losses: None — battles are fully automated and no troops die or get injured
- Eligibility: Furnace Level 10+; at least 10 alliance members must register
- Battles are automatic — once troops are deployed and the battle phase begins, there is no player control
📅 Phase Schedule
| Phase | Timing | What Happens |
|---|---|---|
| Sign-Up | Mon 00:00 – Wed 23:00 UTC | Members register their march to a lane |
| Matchmaking | Wed 23:00 – Thu 00:00 UTC | System groups 6 alliances of similar tier |
| Preparation | Thu 00:00 – Sat 12:00 UTC | 5 rounds × 11h prep each; R4/R5 can view and adjust lanes |
| Battle | 5 rounds within Thu–Sat | Automated 1-hour battles each round |
| Completion | Sat 12:00 – Mon 00:00 UTC | Final rankings revealed; rewards distributed |
⚠️ Alliances that register cannot disband until the Championship concludes. If you leave the alliance after registering, your troops still fight for the original alliance but you receive rewards with your new one.
🗺️ Lane Strategy — The Middle Lane Rule
This is the most important tactical concept in AC and the one most alliances get wrong.
During Sign-Up, everyone should register to the middle lane first.
Why: The matchmaking system evaluates lane composition when pairing groups. If your alliance shows one packed lane and two empty ones, it detects a weaker opponent signal and may match you against teams it thinks are similarly imbalanced. Once matchmaking is done and your opponent's lineup is visible during Preparation, R4/R5 officers redistribute players to the three lanes strategically.
Lane management during Preparation: - R4/R5 can see the previous round's opponent lane composition (except the first round, which is hidden) - Move stronger players into lanes against weaker opponents - Counter-stack: if the enemy has their power concentrated in one lane, overload a different lane you can win cleanly rather than fighting their strongest
Win condition reminder: You need 2 of 3 lanes — winning all 3 is a bonus, not a requirement. Sometimes strategically conceding one lane to dominate the other two is the right call.
⚔️ Fight Order — Score Matters
Within each lane, the fight order is determined by each player's registered march score (lower score = fights first, higher score = fights last). This matters because:
- Weaker players fight weaker opponents early
- Your strongest players fight at the end against the enemy's strongest
- A player can fight up to 2 times per round — if they win their first fight, they remain for a second
- A player who wins 2 consecutive fights earns KO Rewards (bonus items)
🎯 Leadership tip: During Preparation, check the enemy lane order and rebalance your own lanes so your power distribution creates favorable matchups throughout the fight sequence, not just at the end.
🪖 Troop Formation
The standard recommended formation is:
50% Infantry / 20% Lancer / 30% Marksman
- Infantry tanks the front and absorbs damage, protecting Marksmen from being hit early
- Marksmen deal the highest damage from the backline
- Lancers counter any Marksmen the opponent has while providing secondary damage
- This ratio is hard to counter because it's balanced against all three troop types
💪 Buffs — Lock Them In at Registration
All buffs must be active when you register your march. They are locked at that moment and carry into battle regardless of whether they're still active when the fight happens.
Activate before registering: - Pet skills (Quick Use — boosts troop lethality, attack, etc.) - Presidential Minister title buffs - Any active City Bonus combat buffs
⚠️ If you re-register after buffs expire, you will overwrite your buffed score with a weaker one. Register once with all buffs active and do not re-register unless necessary.
Timing tip: Register on Tuesday or Wednesday — this lets you align with Bear Trap timing so pet buffs are active for both events on the same day.
🏅 Tiers, Stars & Rewards
All alliances start in Iron Tier and progress through:
Iron → Bronze → Silver → Gold → Diamond → Ultimate
Stars are earned each week based on your group ranking: - Ranking 1st–4th earns stars (more for higher ranks) - Ranking 5th or 6th at Diamond/Ultimate tier costs stars
Key milestones: - Silver III: Unlocks Championship Statues — special alliance buildings that provide gathering speed buffs to members within alliance territory (+3% at Silver, scaling to +10% at Ultimate) - Ultimate: All members receive a 14-day temporary Knight cosmetic set (city skin, march skin, nameplate, avatar frame)
💰 Rewards
| Reward Type | Source |
|---|---|
| Championship Badges | Weekly based on group ranking and tier |
| KO Rewards | Winning 2 consecutive fights in a round |
| Ranking Rewards | Final group placement each week |
| Tier Rewards | Accumulate based on stars and tier at season end |
Championship Badge shop contains: Chief Gear materials, Hero Shards, pet items, Design Plans (after Gen 4), and more. The shop resets weekly and has randomized stock per player.
Shop priority: Spend Badges on: Sigils first (rare, critical for War Academy/Experts), then Design Plans (essential for Chief Gear crafting), then pet materials. Basic resources and speedups are poor value — you can get those anywhere.
❌ Common Mistakes to Avoid
- Registering to the correct lane on sign-up day — everyone should go to the middle lane first; leadership redistributes after matchmaking
- Registering without buffs active — your march score is locked at registration; buff up before clicking confirm
- Re-registering after buffs expire — overwrites your buffed score with a lower one
- Using the default 33/33/33 formation — switch to 50/20/30 before deploying
- Not enough members registering — minimum 10 required; missing this disqualifies the alliance
- Leaving the alliance mid-event — your troops continue fighting for the old alliance but rewards go to your new one, creating loyalty conflicts
📋 Weekly Checklist
By Wednesday evening (Sign-Up Phase): - [ ] Activate all pet skills and available buffs - [ ] Register march to the middle lane with 50/20/30 formation - [ ] Ensure at least 10 members have registered
After matchmaking (Thursday onward — Leadership): - [ ] Review opponent lane composition - [ ] Redistribute players across lanes to create favorable matchups - [ ] Communicate lane assignments clearly in alliance chat
During the week: - [ ] Watch battle replays after each round to identify weaknesses - [ ] Spend Championship Badges in the weekly shop reset
🏝️ Daybreak Island — Guide & Tips
Daybreak Island is a passive progression system, not an event. The buffs it provides — troop attack, defense, construction speed, research speed, and more — compound over time and become meaningful at higher Tree of Life levels. The key is consistent daily habits: collect Life Essence before it caps, help allies, and invest Essence in the right order. Participation adds larger and larger buffs that build over time.
📋 Overview
- Unlocks at: Furnace Level 19 (Dock is built; survivors automatically discover the island after ~3 days)
- Primary resource: Life Essence — used to upgrade the Tree of Life, Lumber Camps, and decorations
- Core goal: Upgrade the Tree of Life to Level 10 to unlock the Starry Lighthouse and maximize stat buffs
- No event timer — this runs continuously in the background; there are no battle phases or registration windows
🌳 The Tree of Life — Your Priority
The Tree of Life is the central building and the main source of stat buffs. Everything else on the island exists to support upgrading it.
- Upgradable to Level 10
- Passively generates Life Essence (the higher the level, the more per hour)
- Each level provides increasing stat buffs (troop attack, defense, construction speed, etc.)
- Requires both Life Essence and a minimum Prosperity Score to upgrade
🎯 Upgrade the Tree of Life as fast as possible. Do not spend Life Essence on cosmetic decorations early — save it for Tree of Life and Lumber Camp upgrades first.
🪵 Lumber Camps
- Build 2 Lumber Camps immediately when you unlock the island
- Workers chop nearby trees to generate Life Essence (1 Essence per 720 wood)
- Each tree chopped has a chance to reveal a hidden chest containing Life Essence, Hero Shards, or Gear
- Upgradable to Level 10 using Life Essence — higher level = faster clearing
Positioning tip: Place Lumber Camps close to trees so workers automatically harvest the nearest resources. This lets you control which areas of the forest get cleared and positions workers near chest spawns.
Online vs. offline: Lumber Camp efficiency is higher when you are actively viewing the Daybreak Island screen. Workers still chop offline, just slower.
⚠️ Life Essence storage caps after 12 hours. If you don't collect before it fills, you lose excess production. Check in at least twice daily to collect.
🌸 Decorations & Prosperity
Decorations increase your Prosperity Score, which is required to unlock Tree of Life upgrades. They also provide direct stat buffs (troop attack, defense, gathering speed, etc.).
Key rules: - Each decoration type has a Type Limit — once you've placed the maximum of that type, additional copies give zero Prosperity bonus - Do not buy duplicates of decorations marked "limit 1" — they give no additional benefit - Recycle unwanted decorations at the shop for half their original Life Essence cost - Prosperity decreases if you retrieve/remove decorations — be intentional about placement
Best value decorations: - 3,000 Essence decorations offer the best decoration points per Essence cost once you reach Tree of Life Level 4 - Two 1,000-Essence decorations (2 × 50 Prosperity points) are better value than one 2,000-Essence decoration (100 points) — same total Prosperity, but you get 2 purchase counts toward achievements. Does not matter once you reach Tree of Life level 10
Decoration priority order: 1. Upgrade Tree of Life and Lumber Camps first — save Essence for these 2. Once you have enough Prosperity to reach the next Tree of Life upgrade requirement, use remaining Essence on 3,000-Essence decorations for best point efficiency 3. Do not buy random decorations for cosmetic reasons early — Essence is too scarce
🤝 Daily Ally Assists — Do This Every Day
- You can help 3 allies per day on their islands, and receive 3 helps per day from allies
- Each help provides bonus Life Essence to both parties
- Each player can only receive help once per 6 hours
- This adds up to 6 extra Essence boosts daily with good coordination — a meaningful free income source
Make it a daily habit: Visit 3 alliance members' islands, give a boost, and your own island will accumulate the incoming assist bonuses passively.
⭐ The Starry Lighthouse
Unlocks once your Tree of Life reaches Level 10: - Purchase the blueprint for 50,000 Life Essence from the Daybreak Island shop - Automatically placed on the coastline - provides a buff of 1.5% lethality to all troops per level (capping at 15%) - Upgradable to Level 10 - Upgrading requires General Accessory Construction Contracts (rare) - F2P players can earn 1 free Contract per week; additional Contracts come from SvS and KoI rewards or can be purchased in packs - 10 General Accessory Construction Contracts are required per blueprint, with each level increasing the required number of blueprints by 1 - It costs 90 blueprints (900 contracts) to upgrade fully. This takes approximately 64 months as F2P and over $3,000 if paying fully.
💡 The Starry Lighthouse is a long-term goal — focus on reaching Tree of Life Level 10 first before planning around it.
📦 Seasonal & Event Decorations
Special decorations from events (seasonal, limited-time) typically provide large Prosperity bonuses at no Life Essence cost. These are exceptionally efficient and worth claiming every time they're available. Do not miss free event decorations — they often provide more Prosperity than weeks of normal Essence grinding.
🧠 Progression Strategy Summary
| Phase | Focus |
|---|---|
| Just unlocked (ToL 1–3) | Build 2 Lumber Camps, upgrade them; collect Essence consistently; help 3 allies daily |
| Tree of Life 4–6 | Buy 3,000-Essence decorations for Prosperity; continue upgrading Lumber Camps |
| Tree of Life 7–9 | Focus all Essence on Tree upgrades; collect event decorations; build Prosperity efficiently |
| Tree of Life 10 | Purchase Starry Lighthouse blueprint; begin upgrading it with Contracts |
❌ Common Mistakes to Avoid
- Letting Life Essence cap — it stops generating after 12 hours of full storage; collect regularly
- Buying duplicate decorations past the Type Limit — zero Prosperity benefit; wasted Essence
- Spending Essence on cosmetics early — save it for Tree of Life and Lumber Camp upgrades
- Not helping allies daily — free Essence left on the table every single day
- Placing Lumber Camps far from trees — workers have to travel farther, reducing efficiency
- Recycling decorations carelessly — you only get 50% of Essence back; only recycle intentionally
📋 Daily Habit Checklist
- [ ] Collect Life Essence from the Tree of Life (before 12-hour cap)
- [ ] Check Lumber Camp progress and collect any chest rewards
- [ ] Help 3 alliance members on their islands
- [ ] Check for any free seasonal decorations available in the event shop
⚔️ Arena — Guide & Tips
Arena is the most consistently rewarding daily habit in WOS. Five free battles take under 5 minutes and generate Essence Stones, Arena Tokens, Skill Manuals, Gems, and Hero Shards every single day. The Arena Shop's Mythic Hero Gear Chest is one of the best gear sources in the game. There is no reason to skip daily Arena.
📋 Event Basics
- Unlocks at: Furnace Level 10
- Format: 5v5 Exploration hero PvP — battles are fully automated like exploration
- Daily free attempts: 5 (must be used each day; they do not carry over)
- Paid attempts: Up to 5 additional per day at 100 / 200 / 400 / 600 / 800 Gems each (must be used same day or are lost)
- Reset: Daily rankings reset at server reset; Season rankings reset every Monday
- Uses Exploration skills — not Expedition skills; this is entirely separate from rally/march performance
💡 The 5 free battles every day are the most important. Even if you lose all 5, you still participate in the daily ranking and earn baseline rewards. Do them every day without exception.
🗓️ Rewards — What You're Actually Playing For
Arena is primarily valuable as a daily resource engine, not a competitive leaderboard event.
| Reward Source | What You Get |
|---|---|
| Daily ranking | Gems + Arena Tokens (distributed at server reset daily) |
| Season ranking | Gems + Arena Tokens + Skill Manuals + Mythic Hero Shards (top finishers) |
| Winning a challenge | Hero EXP, Hero Shards, Hero Gear |
| Arena Shop | Mythic Hero Gear, Essence Stones, Epic Hero Gear, Hero Shards |
The Arena Shop is the whole point. Save Arena Tokens specifically for:
- 🥇 Custom Mythic Hero Gear Chest — highest priority; lets you select exactly which piece of Mythic gear you want; this is the best value item in the shop
- 🥈 Essence Stones — used for Hero Gear Mastery Forging; always a solid spend
- 🥉 Epic Hero Gear Chest — next best after Mythic
- General Hero Shards — only after the above are covered
❌ Do not spend Arena Tokens on resources (meat, wood, iron, coal) — they are terrible value compared to gear and Essence Stones.
🦸 Hero Selection — Exploration, Not Expedition
Arena uses Exploration skills only — a hero's Expedition skills (the ones used in rallies and Bear Trap) are completely irrelevant here. Your top rally heroes may not be your best Arena heroes.
Troop Class Counter Triangle
Hero class determines which escort troops they bring, and those troops have combat bonuses:
| Class | Beats | Weak Against |
|---|---|---|
| Infantry | Lancers (+10% dmg) | Marksmen |
| Lancer | Marksmen (+10% dmg) | Infantry |
| Marksman | Infantry (+10% dmg) | Lancers |
Building a team with all three classes covered makes your formation harder to counter.
Formation — 5 Hero Slots
The arena formation has 2 front slots and 3 back slots:
| Position | Role | Notes |
|---|---|---|
| Slots 1 & 2 (front) | Tanks / CC | Most exposed; place durable Infantry heroes or crowd-control heroes here |
| Slots 2 & 3 (mid-back) | Flex | Lancers or AoE Marksmen work here |
| Slot 4 (safest) | Primary damage dealer | Least exposed; can target multiple enemies; ideal for your best Marksman |
| Slot 5 | Support / secondary | Healers, buffers, or secondary damage |
🎯 Slot 4 is the most important position — it's the least exposed, hits the most enemies, and is where your top damage-dealing Marksman should go.
Hero Tier for Arena (current meta, check for generation updates)
S+ Tier: Gwen (AoE dominates backlines), Bradley (massive splash DPS) S Tier: Molly (reliable AoE), Natalia (knockback CC), Jeronimo (consistent DPS), Alonso (solid damage) A Tier: Hendrik/Edith (tanks), Hector (frontline), Flint (accessible F2P DPS), Philly (healing utility) Avoid in Arena: Growth heroes (Zinman, Smith, Eugene, Charlie), pure rally heroes (Jasser, Seo-yoon) — they have no useful Exploration skills
🧠 Strategy Tips
Choose Opponents Carefully
- You're shown a list of players near your rank to challenge
- Target players with equal or more Arena points than you — more risk, but more points on a win
- Check the opponent's hero lineup before attacking — if they have a composition that counters yours hard, pick a different target
Battle Near Server Reset
Battling near reset allows you to capitalize on others already having battled and having higher points. This theoretically allows you the ability to fight weaker people at higher ranks for more points.
Skill Manuals from Season Rankings
Consistent daily participation compounds into Season ranking rewards. Players who do all 5 free attempts every day will naturally climb the Season rankings and earn Skill Manuals — which are scarce and valuable for hero upgrades. This is arguably the most important passive benefit of daily Arena. Even using just 1-2 extra battles per day can significantly allow you to increase your rank.
📦 Hero Gear — The Core Daily Loop
Arena is your most reliable source of two critical resources:
- Essence Stones (from Arena Shop) → Used for Hero Gear Mastery Forging
- Mythic Hero Gear (from Custom Mythic Gear Chest) → Direct hero power upgrade
The loop is simple: - Do battles daily → earn Arena Tokens - Save Tokens → buy Custom Mythic Hero Gear Chest when you have enough - Use Essence Stones on Mastery Forging for your main heroes
This cycle, maintained consistently, is one of the primary F2P paths to high-quality hero gear.
❌ Common Mistakes to Avoid
- Skipping daily Arena — you miss ranking participation, daily token income, and compound Season ranking loss
- Spending Arena Tokens on resources — catastrophically bad value; always buy gear or Essence Stones
- Using Expedition-focused heroes (Jasser, Seo-yoon, etc.) — they have no useful Exploration skills and perform poorly
- Putting your best DPS in Slot 1 or 2 — they'll get hit first and die quickly; protect them in Slot 4
- Not buying paid attempts on days when your team is strong — if you're confident in your lineup, the extra attempts are worthwhile; if you're losing frequently, save the Gems
- Ignoring Season rankings — consistent daily play over 7 days earns Skill Manuals, which are too valuable to leave on the table
📋 Daily Arena Checklist
- [ ] Complete all 5 free challenge attempts
- [ ] Target opponents with equal or higher points for better rank gain
- [ ] Check the Arena Shop — buy Essence Stones or save toward Mythic Gear Chest
- [ ] (Optional) Purchase extra attempts if Gems are available and you are continuing to encounter weaker opponents than you