Quick Reference Cards

Distilled cheat sheets for in-game use. Tap any card to download it as an image you can reference while playing.

Squad Formations
Mono-type = +20% HP/ATK/DEF
Tank FrontMurphy + Williams
Tank BackKimberly, Stetmann, Marshall
Air FrontCarlie + Lucius
Air BackDVA, Morrison, Schuyler
Missile FrontAdam + McGregor
Missile BackTesla, Fiona, Swift
Invest OrderDPS → Main Tank → Support
TriangleTank>Missile>Air>Tank
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Alliance Duel VS
6-day event — save everything for the right day
Mon (1VP)Radar missions, gathering, drones
Tue (1VP)Building upgrades + construction speedups
Wed (1VP)Research speedups + Valor Badges
Thu (2VP)Hero shards, EXP, skill medals, tickets
Fri (3VP)ALL speedups + troop training (4x pts)
Sat (4VP)Kill troops — rival = 5x — SCOUT first
Key RuleDays 5+6 = 7 of 12 VP — go all-in
ResetWait 5 min after midnight before scoring
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Alliance Train
Daily event — never skip it
Gold Express5 refreshes (25 contracts) = best rewards
DonateGive 0–3 trade contracts to the driver
DriverGets best rewards — rotate strong players
Guards3 teams — spread hero strength evenly
Wagons4 wagons, max 5 per — spread out
VIPAlliance Gift Lv20 — rewards from 2 wagons
Prep Phase4 hours — board + donate before departure
Key RuleCoordinate contracts → Gold Express daily
Marshal’s Guard
30-min rally event — every 2–3 days
Drill FieldDonate 500 parts = +25% damage bonus
Start RallyUse your WEAKER squad to start
Join RallyUse your STRONGEST squad to join
Join PriorityR5 (+5%) → R4 (+2.5%) → Officers → Others
Rally Type3-min rallies only — stagger 30s apart
HealingHeal between rallies — request help fast
DifficultyClear all 5 tanks with 5–10 min to spare
Key RuleBest squad JOINS — weak squad STARTS
Zombie Siege
20-wave alliance defence event
BeforeSET DEFENCE SQUAD — recall all troops
Lives2 failed defences = eliminated
ShieldsDO NOT WORK — don’t waste them
ReinforceStrong players help weak from wave 10+
Waves 1–5Easy — save reinforcements
Waves 6–10Elites appear — weak players struggle
Waves 11–20Boss zombies — reinforce or die
Key RuleTeam survival > individual survival
Temperature & Furnace
Season 2 — keep the heat on or get locked out
LockoutBelow −20°C: no rallies, no teleport, crippled production
Furnace CapMax Level 30 — gives temp + virus resistance
TitaniumBuild all 4 factories ASAP — furnace fuel bottleneck
Heat StackPersonal + Alliance Furnace + Cities + Tower of Victory
Coal ReserveKeep 24–48 h minimum — stockpile before Cold Waves
Alliance FurnaceGarrison strongest squads BEFORE Beast Crisis
War BuildingsUnlock at Furnace Lv 30 — +15% squad-type damage
Key RuleFurnace neglect early = locked out mid-season
Faction Duel
Season 3 — 6-day qualifier + Day 7 winner-take-all
StructureDays 1–6 Invasion Right Contest → Day 7 Faction Duel
QualifyRank high in Days 1–6 — weak alliances are filtered out
Day 7Deploy EVERYTHING — no reason to hold back
Rally LeadersDesignate highest-CR players in advance
ProtectorsDon’t burn early — replenish daily via PvE
GarrisonConcentrate Protectors at Alliance Centre (10% value)
CoordinationInter-alliance leadership — assign offence vs defence
Key Rule6 weeks of prep wins it, not last-minute effort
Spice Wars
Season 3 — twice-weekly faction theft event
ScheduleWed & Sat — missing one = half weekly Spice lost
Theft MathSecondary bldg = 5%, Alliance Centre = 10%, 30% cap
Hit 30% CapCentre (10%) + 4 secondary (20%), or 6 secondary
Defence #1Stack strongest garrison + Protectors at Alliance Centre
Offence Route4 secondary buildings first → then push Centre
Rallies OnlySolo attacks don’t break garrisons — always rally
Refill DaysTue & Fri PvE to restock Protectors before next round
Key RuleNet Spice wins — stealing 30% while losing 30% = zero
Tactics Cards
Season 4 — stat boosts equal to a gear tier upgrade
Two LoadoutsBuild one for PvE, one for PvP — swap before fights
Rarity PathGreen → Blue → Purple → Legendary — fill all slots first
CombiningGreens aggressively, Blues carefully, Purples only surplus
PvE FocusDamage vs PvE, resource gen, troop survivability, AoE
PvP FocusATK/DEF/HP boosts, class-specific, burst damage
Never CombineEquipped cards — 4 Purple > 1 Legendary + 3 empty slots
Before BattleSwap loadout: PvE for farming, PvP for city fights
Key RuleStronger squads get MORE value from card % boosts
Lighthouse & Electricity
Season 4 — keep the lights on or suffer darkness penalties
Light BuffFull production, normal march speed, bonus combat stats
Darkness−30% resources, −20% march speed, harder zombies
Power ChainCapture zombies → Generators → electricity → Lighthouse
GeneratorsKeep fed constantly — empty = no power = lights out
ElectriciansSend to weakest members first, rally leaders before war
Blood Night ×302:30, 10:30, 18:30 server — fuel burns 2–3× faster
Before Blood NightTop off Generators, recall marches, alert alliance
Key RuleSet alarms 5 min early — entering on low fuel = collapse
Bank Strongholds
Season 5 — 350% return every 5 days
Return Rate350% every 5 days — highest passive income in game
Day 1 RuleDeposit ANY amount immediately — time beats amount
Compound1,000 → 3,500 → 12,250 → 42,875 → 150,062 (21 days)
Bank SlotsStart at 4; +1 per captured city (max 12 with 8 cities)
TimingW1–3: deposit everything. W4–5: majority. Late: spend freely
ScheduleBanks: every day except Sun. Cities: Wed & Sat only
CrystalGoldTrade Train Whiskey (primary), city prod, events, raids
Key RuleDefend banks with active 4–5 day deposits above all else
Caffeine Institute
Season 5 — temporary VR buffs from +200 to +500
VR Buff+200 to +500 VR depending on Institute level
DurationTemporary — requires active brewing, no set-and-forget
Coffee BeansSpend immediately on upgrades — zero compound value
Upgrade OrderInstitute → Coffee Factory → Primary Bar only
PvE CoffeeSkill Damage (bosses) → Troop Attack → Troop HP
PvP CoffeeTroop Defence (banks) → Skill Damage → March Speed
Econ CoffeeResearch Speed → Training Speed → Healing Speed
Key RuleAlways verify active buff before starting major fights
Trade Train
Season 5 — Whiskey → CrystalGold pipeline
StartWeek 2 — starting immediately gives compound advantage
PipelineLoad → Deliver → Convert to CrystalGold → Deposit in banks
Solo RiskNever run alone — unescorted trains get raided
EscortDesignate runners, escorts, scouts — Tank-heavy squads
Raid ROIOnly if: weak escort + Whiskey gain > troop cost
Route IntelAll routes visible to everyone — base near loading stations
Don’t RaidHeavy escorts, allied alliances, or before your own run
Key RuleNever miss a cycle — Week 2 gap can’t be closed later