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- UpdatedThe Season 2 secret-task bonus runs on a different window depending on your serverLate in Season 2 the top Headquarters brackets get one extra secret task a day — HQ 27-30 go from 9 to 10, HQ 31 and above from 10 to 11. We had the bonus right and the dates wrong. The page said it ran from day 71 to day 98, and no server does that. The window depends on how old your server is: on servers numbered 37 and up it runs day 71 to day 91, and on servers 3 to 36 it runs day 78 to day 98. The two were being reported as one span, which overstated it by a week at one end or the other for everybody. Both are now shown separately with the server numbers they apply to, so you can tell at a glance which one is yours. Worth knowing this week if you are on a newer server: the bonus stops at day 91, a day before the season's last events, not at 98. Nothing else about the ladder has changed, and the shiny task is unaffected — that is still one a day at most, still four hours, and we still cannot tell you which day it lands on.2 Nov 2026 · 19:10Open →
- UpdatedThe hero EXP calculator goes to 175, and you can finally link to itThe hero experience calculator stopped at level 150. That was right for the first two seasons — Headquarters capped at 30, and five hero levels per HQ level put the ceiling at 150 — but the Headquarters cap has moved since, and the real ceiling is 175. Every level from 151 to 175 is now in the tool with its exact per-level cost, and it now tells you which Headquarters level your target needs, because EXP on its own will not take a hero past your own cap. Those extra levels are not a footnote: 150 to 175 costs 10.05 billion EXP between them, almost twice everything from level 1 to 150 put together, so the tool had been leaving out roughly two thirds of the whole climb. The progression table on the reference page stopped in the same place and now runs to the top as well, with the Headquarters level each band needs. The other half of this is that you can find the thing at all. It had no address of its own — it was one tab among seven on the calculators page, so it could not be linked, shared or bookmarked, a reload dropped you back on the first tab, and searching the site for it only ever offered you the page it was sitting on. All seven now have their own link, every one of them is listed as a card at the top of the calculators page instead of a single sentence that named five of the seven, and the hero EXP one has its own entry in the Calculators menu.31 Oct 2026 · 06:15Open →
- UpdatedThe profession and gear guides now point at the planners that answer themGuides carry a short prompt partway down the page, offering the tool that answers whatever the guide has just raised. Every one of them pointed at the Squad Builder, because for a long time that was the only tool there was. The nine gear guides that ask what the next star costs now open the Gear and Mythic planner, and the six profession guides — which had no prompt at all — now open the Profession Points planner. Chips, drones, SSR upgrades and exclusive weapons still go to the Squad Builder, because that is genuinely what answers them. Two older problems got fixed at the same time. Seventeen guides were matching nothing and showing no prompt, because only the page address was being checked and not the title — the Alliance Duel VS guides were the main casualty. And the wording on event guides promised a ready-made setup for that specific event, which was not true for Alliance Duel, Marshal’s Guard, Champion Duel, Capital Conquest, Enemy Buster or Warzone Expedition. It now says what is actually true: it fields the best five you can put out for that kind of fight and explains the placement. All six languages. Nothing about the guides themselves has changed.30 Oct 2026 · 20:30Open →
- UpdatedThe bats follow you down the page now, and more seasons are lined upThe Halloween bats used to sit at the top of the page and scroll away. They now stay with you as you read, drifting behind the page rather than over it, so they never cover anything you are trying to click or read. The cobwebs stay in the corners for the same reason. While that was being sorted, the whole thing was turned into something that can handle more than one occasion: Christmas, New Year, Easter and Valentine’s are now set up as well, each with its own colours and its own decoration — snow and holly for Christmas, sparks for New Year, petals and eggs for Easter. Easter works out its own date each year, since it moves. Every one of them switches itself on and off on the right days without anyone having to remember, and none of them change how a single tool or guide behaves. If you prefer less movement, turning on your device’s reduce-motion setting stops the drifting entirely and leaves everything else in place.30 Oct 2026 · 18:45Open →
- UpdatedThe last unconfirmed gear promotion cost is now confirmed tooEvery promotion figure on the site was already read from the game, and six of them had been checked against a real Promote screen. One had not: the step from one star to two. It sat between two confirmed numbers and followed the same arithmetic, which is a reason to expect it was right rather than proof that it was, and the evidence notes said so plainly. A seventh capture closes it. A 1-star railgun asks for 30.4M Gold, 16.2K Upgrade Ore and 195 Dielectric Ceramic per press, which matches the published table to the digit. All four gear slots and all five star steps have now been seen on a real screen, so no part of the cost curve rests on anything unverified. The same capture settled something smaller twice over: the game truncates rather than rounds, showing 30,468,750 as 30.4M and 16,250 as 16.2K. Levelling costs are still deliberately absent, and the guide still says why.30 Oct 2026 · 16:30Open →
- UpdatedThe site has gone pumpkin for HalloweenUntil the 2nd of November the site wears a Halloween palette — the amber turns pumpkin orange, the blue accents on bars and charts turn violet, and the background drops a shade darker. That is the whole of it. Nothing about how anything works has changed, no tool behaves differently, no guide has been touched, and the downloadable event and hero cards are exactly as they were, since those get shared into alliance chats where a seasonal repaint would just be confusing. It takes itself down on the 3rd of November without anyone having to remember, and it will come back on its own next year. If you read guides in light mode, you keep light mode — it just borrows a deeper burnt orange for the week.30 Oct 2026 · 14:05Open →
- UpdatedSupporter tools no longer flicker through the locked view on the way inIf you have a supporter code, every gated tool was loading twice: the page arrived showing the free-preview state, then the browser threw that away and rebuilt it unlocked. Nine places on the site had the same flaw — the gated tools, the gated guides and the admin pages — and it only ever affected people who had paid, which is exactly why it went unnoticed for so long. There was a second half to it. Every page here is built in advance, long before anyone opens it, so the version that arrives always has the “free preview” bar in it, and nothing could take that bar away until the page had finished loading. On a cold start that meant looking at it for about a second and a half. The site now works out whether you are unlocked before a single pixel is drawn, so if you are a supporter that bar is simply never shown to you. Measured on a deliberately slowed-down browser: previously on screen for a second and a half, now not drawn at all. Nothing changes for anyone without a code, and nothing about what you get has changed — it just arrives in one piece, without the page jumping as the bar vanishes.30 Oct 2026 · 12:20Open →
- UpdatedThe gear planner now plans every piece you own, not just your best fourIf your best Railgun, Data Chip, Radar and Reactive Armor were already Mythic, the planner told you there was nothing left to plan — while you were sitting on fifty unfinished pieces. That was a flaw in how it thought about gear. Every hero wears their OWN four pieces, so a five-hero squad needs five of each, and your best five of a piece are the five your first squad is wearing. The planner now takes your whole inventory — import pulls every piece from your saved roster, not just the top one — ranks the pieces that still owe work, and tells you the single next move on each. You choose whether you are kitting out one squad, two or three. The import labels each piece with the hero it is on today, which is just where to find it: gear moves freely, so levelling a piece often passes it along and your squad takes whatever it displaces. There is also a new way to order the list, and it is the one that changes decisions. Gold, Upgrade Ore and Dielectric Ceramic turn out to buy power at a flat rate — between 0.096 and 0.107 of a Mythic piece per 100 million gold, whichever star you are buying — so on those three there is no clever order at all. Blueprints are the exception. A first star costs 5 UR blueprints; a fourth costs 20 for less than twice the power. So the first star on a fresh piece is worth 2.3 times the fourth star on another, and if blueprints are what you are short of, spreading first stars across pieces beats pushing one piece to 4★. The last star spends Mythic blueprints, a separate currency, so it never competes with the other four. And levelling a UR from 0 to 40 costs no blueprints at all while beating the first three stars, which is why it comes first however you sort the list.30 Oct 2026 · 09:40Open →
- UpdatedThe gear guide now tells you what Mythic costs, in all six languagesThe guide has always been good on which piece to take to Mythic first and where the blueprints come from. It said nothing at all about the price, which is the other half of the decision. It now carries the full per-star table — every figure confirmed in-game — plus the two totals worth knowing before you start: one piece from no stars to Mythic is 750 million Gold, 500,000 Upgrade Ore, 6,000 Dielectric Ceramic, 50 UR blueprints and 10 Mythic ones, and a full set of four is exactly four times that, because the cost depends only on the star and never on which piece it is. Two things the table alone would mislead you about are called out beside it. A star is five presses, not one, so these numbers look about five times what your Promote screen quotes — and the fifth press costs no Gold at all. And the thing that actually stops people is not the Gold but the materials. Levelling costs are still not listed, and the guide says why. The whole section is in all six languages, with each language using the game’s own names for the materials.29 Oct 2026 · 21:00Open →
- UpdatedA Mythic set costs the same whatever you build — 3 billion gold and 40 Mythic blueprintsThe promotion cost per star is identical on every UR piece. Two captures showed it — a radar and a railgun at the same star cost exactly the same — and it is confirmed from play as the general rule. That makes the whole bill for a Mythic set a fixed number rather than something that depends on your roster: four pieces, each starting from UR at Level 40 with no stars, comes to 3 billion gold, 2,000,000 Upgrade Ore, 24,000 Dielectric Ceramic, 200 UR blueprints and 40 Mythic ones. It does not matter which heroes you field or which pieces you choose, which is useful to know early: the question is only ever how far along you already are. The gear planner now says this on the page, and the evidence notes drop the open question about whether other gear sets promote differently — they do not.29 Oct 2026 · 20:10Open →
- UpdatedGear promotion costs confirmed in-game, and each star now shows its five pressesFour Promote screens were read on four pieces at four different star counts — a 0-star railgun, a 2-star reactive armor, a 3-star data chip, and the final promote of a 4-star railgun — and every figure on the new planner matches to the digit, including the detail that the fifth press takes no gold at all and spends blueprints instead. So the costs there are no longer “check them yourself”; they are checked. The captures also showed up a problem with how we were presenting them. A star is FIVE presses, not one: four upgrades fill the bar and a fifth promotes. The game quotes one press, we were quoting a whole star, and the two numbers look nothing alike — anyone comparing the page to their own client would have concluded we were wrong. Every star now prints its breakdown underneath, so 93.8M gold for the first star reads as four presses of 23.4M, which is exactly what your screen says. One more thing worth knowing: the final promote renames the piece and turns the frame red — an M5-A “Thor” Railgun becomes an M6-A “Puma” Cannon. And on the account these were read from, gold was never the constraint; the materials were.29 Oct 2026 · 19:30Open →
- AddedGear & Mythic Upgrade Planner — what every star to Mythic actually costsThe gear guide tells you which piece to push first. It could not tell you what that costs, because nobody had written the number down. Now you can: enter the best piece you own in each slot — or import them from your saved Squad Builder roster in one click — and the planner gives you the order to work in and the exact gold, Upgrade Ore, Dielectric Ceramic and Gear Blueprints for every star between where you are and Mythic. One UR piece from Level 40 with no stars to full Mythic is 750 million gold, 500,000 Upgrade Ore, 6,000 Dielectric Ceramic, 50 UR blueprints and 10 Mythic ones. Four of them is four times that, which is worth knowing before you start rather than after. Two orders are offered rather than one, because there are genuinely two right answers: biggest impact follows the guide’s gun-then-chip-then-radar-then-armour reasoning, and finish one soonest puts whatever is closest to Mythic first. One warning the planner will give you that no guide here did: if you are holding a maxed Purple piece, the fresh UR that replaces it is actually weaker — about a third of its ceiling against your maxed one — so you lose power until the replacement is levelled. Swap when you can level it, not the moment it drops. Levelling costs are the one thing deliberately missing: the game’s upgrade table does not hold them, and a plausible-looking guess is worse than no number.29 Oct 2026 · 18:15Open →
- AddedProfession Point Planner — where your next skill points actually goEven at the level cap you cannot afford every profession skill, so the order you spend in is the entire decision — and until now the only answer we had was a table you had to read against your own account. Tell the new planner your profession, your level and the points you are holding, and it gives you the exact skills to put them in, in order, with the running total as you go. Pick a goal and it reorders within that — rallies and attack, garrison and defence, or troop training for a War Leader; build and research speed, resources, or alliance support for an Engineer. You can enter what you have already spent, skill by skill, and then it only plans what is left; that stays on your account, so it is there on your phone as well. Both trees — 30 skills each, two unlocking every five levels, with every unlock level and maximum — were captured in-game and checked skill by skill. Two things it deliberately will not do. It stops at the recommended build and tells you to hold the rest rather than spending your last points on the off-role column, because those points only come back if you buy a profession switch. And the Season 2 seasonal column is handled as what it is, a prerequisite chain where each skill gates the next: you cannot skip the base skin to reach what is behind it, so the plan walks it in order, puts one point into the gates and maxes the profession-EXP skills, all of which refunds at season end anyway.29 Oct 2026 · 16:30Open →
- UpdatedThe Arms Race guide now tells you where the day's running order actually isThe guide has always said the order of the six phases changes daily and per server, and then left you to go and find it. It now names the screen: tap the information icon beside the live phase and the How to get points panel lists every remaining slot against its theme. Better still, the time column has a Local Time toggle — the game will do the server-time conversion for you, which is something this guide had been quietly asking you to do in your head. Two things are confirmed rather than reasoned now. Five themes across six slots always meant one of them had to run twice, and a day read in-game went Unit Progression, Hero Advancement, Tech Research, Drone Boost and then Hero Advancement again — so the repeat is real, it is not a fixed one, and the themes do not arrive in the order the guide lists them. And the daily ranking group is 12 to 20 Commanders, not the 12 to 15 we had in two places. One practical note added to the swap section: the swap is started from that same panel, where each of the other slots carries its own button and the footer counts your one attempt for the day.29 Oct 2026 · 10:05Open →
- UpdatedThe Arms Race phases get their real names too, and the VS weekday is marked as observedChecking the Arms Race the same way as the Duel found one more invented name: phase 2 is called **Base Building** in-game, not what we had been calling it, and that wrong name had spread to the Arms Race guide in all six languages, the Arms Race Planner, the phase diagram and the site search. The other four — Hero Advancement, Unit Progression, Tech Research and Drone Boost — were already right. The diagram and the planner now use the game's own wording in every language rather than a short paraphrase, so what you read here matches what the phase banner says when you are trying to work out whether to spend now or wait. Two follow-ons from yesterday's Duel fix. The VS Planner's overview card had slipped through — its six-day summary still carried the old names in all six languages while the per-day tabs had been corrected, so the two halves of the same tool disagreed. And the Alliance Duel guide now says plainly what the SvS guide and the day cards already did: the order of the six themes is the game's own and does not move, but which weekday day 1 lands on is not published, can differ, and the weekdays shown are an observed pattern rather than a schedule. Read the Duel screen at the start of the week.29 Oct 2026 · 09:40Open →
- UpdatedAlliance Duel days now go by the names the game actually usesThree of the six Duel days were listed under names that do not exist anywhere in the game. In-game, day 2 is Base Expansion, day 3 is Age of Science and day 4 is Train Heroes. That matters more than a label usually would, because the Duel screen is where you check which theme is up, and a name you cannot find on it is no use at the one moment you need it. The advice under each day was right and has not changed — day 3 is still the day to burn research speed-ups, spend Valor Badges and open drone component chests, and day 4 is still the double-points hero day. Only the names were wrong. They are corrected in the Alliance Duel guide and its five translations, in the SvS, Arms Race and drone guides, on the Thursday reference card, and in the VS Planner, where every one of the six days carried an invented name in all six languages — day 1 is Radar Training, day 5 Total Mobilization and day 6 Enemy Buster. The order of the six days is the game's own and does not move; which weekday the run starts on is not published and can differ, so read the Duel screen at the start of the week rather than planning from a fixed table.29 Oct 2026 · 08:45Open →
- UpdatedEvery research cost in the Research Calculator is now the game's own numberA player wrote in to say that Special Forces tier 8 — Rapid Field Dressing I and Infirmary Expansion I — stopped after the first level or two, and that they were sitting on exactly that part of the tree. They were right, and it was worse than two researches. Across the whole calculator 170 levels carried a cost of zero with no Tech Center requirement, so the tool was not saying "we do not know what this costs", it was quietly adding nothing and telling you the tier was free. Special Forces tier 8 was the worst of it, but Special Forces tier 4, Squad 3, three Economy branches and four Development ones all had holes too, and sixteen Units researches had only their first level of five. Every one of those is now filled in, 171 levels in all, and the numbers come from the game itself rather than from community tables. Checking the rest of the file the same way turned up the bigger problem: about 1,375 levels were simply wrong. Most were out by a rounding — 33,600,000 Gold where the real figure is 33,654,500 — which does not matter much on one level and matters a great deal when you are totalling a hundred of them. A few were badly wrong: Extra Hospitals level 1 was listed at 11,600,000 Iron against a true 6,232,300, so the calculator was asking you to save up nearly twice what the research actually needs. Those are corrected, along with 67 missing Tech Center gates and 45 wrong Valor Badge costs. One correction will look like a downgrade and is not. Alliance Duel research and the Intercity Truck tree cost no Iron, Food or Gold at all — they are paid for entirely in Valor Badges. The calculator used to claim 15,000,000 Iron and 45,000,000 Gold for Basic Goods, which was invented, and it now shows what those researches really cost. If you had been budgeting Iron for Alliance Duel research, you can stop. Two honest notes. Three late Tactical Weapon nodes — Support: Hero Attack, Defense and HP IV — cannot be verified in-game yet, so they keep the figures they already had and are the only numbers in the file we have not confirmed. And the Age of Oil tree, which was rebuilt this way back in September, needed no corrections at all in this pass, which is the best evidence that the method is sound. The build now refuses to ship a tree with a missing level, an unpriced level or a research that gets cheaper as it levels up, so this particular silence cannot come back.29 Oct 2026 · 05:11Open →
- UpdatedThe Squad Builder now shows you the mixed squad it turned downA supporter wrote in to say the Squad Builder "essentially just puts heroes according to their types rather than proper meta", and they were describing something real. On PvP, PvE, Boss Rally, Zombie Siege and Digging Stronghold every squad it had ever shown you was five of one troop type, so if you run a four-plus-one you had no way to tell whether the tool had considered your line-up and rejected it or had never looked. It had considered it. That working just was not visible anywhere. Every squad on every objective now carries a Mixed option section: the best off-type swap it priced, which hero comes out, which goes in, and what the model makes of the trade. The recommendation itself has not changed for anybody. On the three-and-four-squad setups — Everyday, Arena 3v3, Desert Storm — it works differently, and the difference is worth reading. There the hero you would want is never on your bench, because that hero is already carrying another squad. So it is a trade rather than a promotion, and BOTH squads fall from five-of-a-type to four, which means the formation step is paid twice, not once. That is why those come back negative far more often than the single-squad ones do, and the section says which squad the hero would come out of. On the Wanted and Rampage boss the question runs the other way round, because that objective already fields off-type heroes where they earn it — so there it tells you what the tidy same-type version of your squad would cost you instead. Two things you may find useful even if you never open that section. First, breaking a same-type squad is much cheaper than people assume: going from five of a type to four costs you 4.35%, not the whole 20%, because you keep the 15% rung. So an off-type hero earns that slot whenever they are more than about 4.3% better than the hero they replace, which a hero a full tier higher often is. Second, there are two things working against a splash that are easy to miss. The troop-type counter is per hero, not per squad, so an off-type hero does not borrow the counter the squad was picked for. And drone chips, research and Troop Centers are per troop type as well, so a splashed hero arrives on their own type's investment rather than the squad's — if your Tank line is the one you have built, an Aircraft hero joins it without the chips the others are enjoying. We had been getting that second one wrong in our own maths, and fixing it changed which hero the swap picks. The Squad Building guide has been corrected too: it used to say flatly to always go mono-type, which is the right default but was stated harder than the numbers support. One honest caveat on the new section: the size of the troop-type counter is something the game never publishes, so it cannot be put into that percentage in either direction. Treat it as an option worth testing rather than a verdict. And one note on where to find it — it is a section button under the squad, next to Invest next, so you will need to click it; the builder opens on Everyday Setup by default. Also fixed, and worth knowing if you ever filled in the spreadsheet by hand: a cell reading "Max" in a skill column used to import as zero, silently. It now reads as maxed, anything still unreadable gets named back to you instead of quietly becoming nought, and a near-miss hero name is now answered with "did you mean Morrison?" rather than a bare count of rows skipped. That one cost a player a whole hero to a single transposed letter.24 Oct 2026 · 13:40Open →
- AddedGeneral's Trial — which Sky Predator Station your alliance should pickThe General's Trial now ends in an alliance boss fight, and an officer has to choose a difficulty before anyone can swing at it — once, with no going back. There is a new guide and a new shareable card for it. The first thing worth saying is that there is no alliance power requirement anywhere in it. Nothing asks for a combined total. Each Sky Predator Station needs a headcount of members who have personally cleared a given Solo difficulty, and that requirement stops climbing surprisingly early: twenty members who can clear Advanced 6 on their own unlocks every station in the event, stations VIII, IX and X included. The second thing is the one that decides your rewards. The two progress bars do not scale together at all. Going from station IV up to station X raises your own top target by a fifth — 800M to 960M — while raising the alliance's top target twenty times over, from 40G to 800G. The difficulty an officer picks is setting the alliance bar and almost nothing else, so pick on what the alliance can total in thirty minutes and stop worrying about protecting individual members. There is a wall, and it is at station V. On stations I to IV the top alliance target is exactly fifty times the top personal one, which means fifty members each finishing their own bar clears it — those four are turnout events. From station V that relationship breaks: you would need 119 members at a full personal bar, then 227, then 435, and 833 at the top three. No alliance has 833 members, so past that point the top target is only reached by your heaviest hitters going far beyond their own bar. The guide has every station's damage ladder, the recommended power for all eighteen Solo difficulties, a table of the average damage each member needs at 25, 30, 40 and 50 fighters, and the Warlord Missile timing that a lot of your damage rides on. Two warnings worth repeating here: it cannot be started in the final two hours of the event, and unused Trial Keys are reclaimed when the event ends — open your chests before then, and do not change alliance while you are holding keys. One housekeeping note: the game uses the name Sky Predator for two completely unrelated events, the week-long warzone airship you build and this 30-minute boss you shoot down. Both guides and both cards now say which is which at the top.21 Oct 2026 · 08:05Open →
- UpdatedThe same Monday, a week apart — one shiny Secret Task, one nothingThe clearest thing we have found on the shiny Secret Task came out of an empty day. We have been checking one live server every single day since the 12th. The first shiny task we recorded landed on a Monday. The Monday exactly one week later had nothing at all. Same server, same weekday, seven days apart, opposite answers — and that one pair of days is enough to rule out every weekly pattern there is. Not a fixed day of the week, not a twice-weekly rota, not a cycle that resets with the week. If you have been assuming yours comes on set weekdays, it does not; it moves through the week, because it runs on a three-day cycle that pays no attention to your calendar. That server is now accounted for day by day for ten days straight — four starred missions, six blank ones, every one of them where the three-day rule said it would be. The starred days remain the least interesting part, because a daily cycle would have paid out on all four of them too. The blanks are what rule things out, and there are six now. One more thing changed, which matters more to us than to you: the latest shiny task was written down six days in advance rather than three, and still turned up on the day. Everything before it was called one cycle ahead. We are deliberately not publishing a list of which days each server fires on — one server watched closely is not a register of the roughly nineteen hundred out there, and you do not need one. Put in a date you had a shiny task and the planner gives you your own days, on any server.21 Oct 2026 · 05:10Open →
- UpdatedDrone chips go to ★10 — if yours are past 5★, please re-enter themPlease check this one, because it affects you silently. The drone chip boxes in the Squad Builder stopped at 5★. Chips actually ascend to ★10 — the game only ever draws five star icons, then recolours them red one at a time, so a chip showing 3 red stars and 2 gold is ★8, and five red is the ★10 cap. Ours capped at 5, so every late-game drone was being stored as a flat 5 across all three troop types. That is a three-way tie, and a tie tells the builder nothing — which is how a player with an ★8 and ★9 Aircraft set was being pointed at Tank squads. They wrote in, and they were right. The boxes now go to 10 and turn red past 5, the way the game does. WHAT YOU NEED TO DO: open the Squad Builder, expand 'drone chips & Tech Center research' and put your real star counts in — count every red star as 6, 7, 8, 9, 10. Until you do, your saved numbers are still the old flat 5 and nothing will change. Only SSR and UR chips can be ascended at all. If you are at 5★ or below, you need do nothing and your recommendations are unchanged.20 Oct 2026 · 10:30Open →
- AddedOne page to sign in onA sign-in page you can go straight to, linked in the footer from every page. If you are in the alliance Discord with the right role, Continue with Discord unlocks the full site free — no code needed. The Squad Builder's own unlock strip now offers it too, which it never did before.19 Oct 2026 · 17:30Open →
- AddedTell us when a guide is wrongThe busiest guides on the site now have a box at the foot asking one thing: is anything here wrong or missing? Not a star rating — a number that doesn't match what you see in your own game, a step that has gone out of date since the last patch, something we left out entirely. That is worth far more to us than a score, because this site is only as good as its numbers and you are all playing the game more than we can check it. It is anonymous and it takes one sentence. The calculators get a shorter version asking how they are working for you. If you would rather have a reply, the contact form is still the place for that — the feedback box deliberately keeps nothing that could identify you, which also means we have no way to write back.19 Oct 2026 · 09:00Open →
- AddedSquad Builder now tracks what happens after an exclusive weapon maxes outTake an exclusive weapon to Level 30 and it does not stop there — a second screen opens with three more nodes, Attack, HP and Defense, and each one pays two buffs at the same time. One goes to the hero holding the weapon. The other goes to every hero you own. That second line is the part worth reading twice: it is the first thing in the game where levelling one hero's weapon makes a completely different hero stronger, and a squad of five collects it five times over. You can now record those three levels against any hero whose weapon is capped, and the builder tells you what each level is actually buying. It will not change who it picks for you, and that is deliberate rather than an oversight — a buff that lifts your whole roster lifts every candidate for every seat equally, so it cannot change who deserves the seat. What it does change is where your shards should go, because a weapon sitting at the cap has nothing else to spend them on. The exclusive weapons guide has the full numbers, the order the three nodes unlock in, and what a node costs to max.19 Oct 2026 · 07:30Open →
- UpdatedA full week of the shiny Secret Task, checked day by dayLast week we wrote down, three days in advance, the single day a live server should get a shiny Secret Task — and that it should see nothing on the two days either side. All three came out as written. We carried on watching, and that server now has a complete week accounted for day by day: seven days straight, three starred missions and four blank ones, every one of them where the three-day rule said it would be. The starred days are the least interesting part, because a daily cycle would have paid out on all three of them too. It is the blank days that carry the information, and there are now four of them rather than two. The most recent one is worth singling out. The obvious alternative to a three-day cycle is a twice-weekly rota — something like every Monday and Thursday — and that fits the first half of the week exactly as well as the three-day rule does. The two only disagree about one day: the rota says nothing should arrive on the Sunday. Something did. So the whole family of weekday patterns is out, and the cycle crosses a weekend without slipping. What we still will not do is publish a list of which days each server is on. One server watched closely is not a register of the roughly nineteen hundred out there, and you do not need one anyway — put in a date you had a shiny task and the planner gives you your own dates, on any server.18 Oct 2026 · 19:30Open →
- UpdatedYour everyday squad now tells you who to swap out before a fightPick Everyday Setup in the Squad Builder and you get your three standing squads, rated for everyday play — zombies, campaign, rallies, farming. That is a different question from who wins a fight against another player, and in Season 1 the two answers genuinely differ. Mason earns a back-row seat in a Tank squad for daily use, because once promoted, that passive lifts your back-row Tank heroes' damage against monsters. Against other players that passive does nothing whatsoever, which is why Mason never shows up in the Arena, Desert Storm or open-field squads and Stetmann does. Both answers were right, but the page never explained the gap between them, and a player quite reasonably wrote in to ask whether the recommendations had gone stale. They had not. So the everyday squad now says it out loud: where one of its heroes is there for daily play and rates a tier lower against other players, the squad names that hero and names the stand-in to bring in before you go fighting. It reads your own roster to do it, so the swap it suggests is someone you actually own rather than a textbook name — and if nobody on your bench is better in a fight, it stays quiet rather than inventing advice.17 Oct 2026 · 18:36Open →
- UpdatedWe predicted a shiny Secret Task three days early, and it turned upThe shiny Secret Task — the five-star one you cannot refresh away — comes round every three days, not daily. We have said so for a while on two grounds: the game's own rules panel gives the number, and a calendar going round the community works out to exactly that. Both are decent, but neither is a test. So we ran one. Three days in advance we wrote down the single day a live server should get a shiny task, and wrote down that it should see nothing at all on the two days either side. Then we waited. All three days came out exactly as written. The hit on its own proves very little, which is the part worth being clear about: a daily cycle would have paid out on that day too. It is the two quiet days that carry the information. Nothing on day one rules out a daily pattern, nothing on day two rules out a two-day pattern, and the task arriving on day three rather than later rules out a six-day one. Three days of silence-then-hit does more than a month of sightings. What this does not do is tell you which three days are yours. That depends on your server and we still will not publish a server list off the back of one picture nobody can source. You do not need one: put a date you had a shiny task into the planner and it gives you the rest, on any server, including the roughly nineteen hundred that no community calendar has ever covered. If the three-day rule ever comes out wrong on your server we would genuinely like to hear about it, because that is the sort of thing that only players can settle.15 Oct 2026 · 05:10Open →
- UpdatedGlacieradon: your squad is irrelevant, and we can prove itWe put the Glacieradon guide up this afternoon with an open question on it: nobody had confirmed how its HP actually works, so we refused to publish advice about it. That question is now answered in game, and the answer is strange enough to change how you play the event. Glacieradon's HP is a counter, not a damage pool. It has around a thousand HP, and a winning attack takes off exactly one. The game then rolls its own critical hit which multiplies that to two, three or five — the battle report literally says "this attack dealt 1 damage" or "a critical hit of 3 damage". Your squad's damage is not in that sum anywhere. We checked it by attacking with squads from well below Glacieradon's own power up to several times it, across every troop type and a mixed formation, and the number never moved. A squad weaker than the beast itself still won the fight and still took exactly as much off the counter as the strongest one. There is no type weakness to exploit either, which means the squad you take to the Wanted Boss is the wrong one here — it trades away the formation bonus chasing a plus-fifty-percent that does not exist in this fight. The second finding matters more. Glacieradon is given sixty minutes and can be dead inside two. An active alliance strips its HP at something like ten points a second, so a thousand-point pool does not last. You have thirty attacks and you will not spend them; expect to land a handful before it is already nearly down. Everyone who logs in five minutes after the officer presses the button gets nothing, no matter how strong they are. So the advice is simple and a bit counterintuitive: do not tune a squad, do not save attacks, just be on the screen when it starts and attack with every march you have. Rewards track the damage number exactly, so a five-times crit pays five times everything — and nothing you own makes one more likely. What we still cannot tell you is whether a harder Glacieradon exists, since the one we measured was level 1, though the event does get meaningfully tougher from Season 5 onwards.14 Oct 2026 · 21:30Open →
- AddedGlacieradon — the alliance boss most alliances never fightGlacieradon is the giant ice beast that sits on top of the Zombie Invasion event, and there is now a guide and a shareable card for it. The thing worth knowing before anything else is that nothing about it happens automatically. Filling the progress bar does not summon it — the alliance leader or an R4 has to press the button, each alliance gets exactly one challenge for the whole event, and once started there are sixty minutes to put its HP on zero or it escapes. The deadline is earlier than people expect, too: the beast leaves two hours before the event itself ends, and since the challenge runs for an hour, the last useful moment to start is three hours from the end. An alliance planning to do it on the final evening can find the button already dead. The other thing that catches people is what fills the bar. Killing ordinary invading zombies pays you Courage Medals for the event shop; it is defeating the Zombie Bosses that earns the alliance its progress points, so an alliance grinding zombies flat out can still end up with nothing to fight. Everything else is upside. You get thirty attacks for the whole event, the final blow pays ten times the attack reward (twelve if that blow happens to crit for double), and whether the kill lands or not every member gets a mail — a reward one if it dies, a participation reward if it does not. There is no reason to hold an attack back. One trap for officers: new members cannot collect the treasure within twenty-four hours of joining, which is the same shape as the forty-eight hour rule in Zombie Siege. Recruit before the event, not on the day. What is not in the guide is a "you need this many players" number. That depends on the beast's HP and its critical-hit rate, neither of which we have confirmed, and a wrong figure would have alliances starting a challenge they cannot finish and burning their single attempt on it. If you read the HP off the challenge screen, send it in.14 Oct 2026 · 18:00Open →
- UpdatedShiny Secret Tasks — work out your own server's daysWhen this page went up we said we did not know how often the shiny Secret Task appears. We do now, and there is a tool on the page for it. Two things changed. The game's own rules panel says a starred mission turns up every three days, and a calendar going round the community works out to exactly that — a strict three-day cycle across a whole month with no drift anywhere in it. Two sources that have nothing to do with each other landing on the same number is as good as this gets. Then a player on one of the servers that calendar leaves out checked their own game and found a shiny task exactly where a three-day cycle says it should be. So: once every three days, not once a day. Which three days are yours depends on your server, and no two servers run on the same day — but you do not need anybody's list to find yours. Put in one date you had a shiny task and the page gives you the next six, every three days. The days in between should have none at all, which is the bit worth checking: if one shows up on an in-between day then the three-day rule does not hold on your server and we would like to hear about it. What you will not find here is a table of which servers fire on which day. The community calendar has one and it may well be right, but it is a single unsourced picture covering about thirty servers out of nearly nineteen hundred, and we are not reprinting it as fact. Your own sighting beats it anyway — it works on every server, and you can check it yourself.12 Oct 2026 · 06:30Open →
- AddedSecret Tasks — and an honest answer on the shiny taskA page for Secret Tasks — the hero dispatch missions. The headline is how many you actually get a day, because the game never tells you: its own rules panel says "N secret missions reset daily" and never fills in the N. Here is the full ladder — 5 a day at HQ 1-12, rising to 10 at HQ 31 and above, with one odd exception in Season 2 where the top brackets get an extra one — over days 71-91 if your server is 37 or newer, days 78-98 if it is older. Then there is the shiny task: the long one, four hours, best rewards, and the only mission you cannot refresh away. On when it turns up we are going to be straight with you — we do not know, and neither does anyone else publishing a schedule for it. You do not get one every day. The rules panel says every three days, we have not been able to confirm that, and players report it landing on some servers and not others on the same day. Whatever decides it sits on the game's own servers and is not something a site can read. If you keep a note of the days yours appears, send it in; enough real sightings from enough servers is the only thing that would settle it. What we can help with is the four hours: there is a box you put your server's current time into and it tells you whether starting now lands before the 00:00 reset. Anything later than 20:00 crosses over. Also on the page: all twenty missions grouped by run time, which shiny task each difficulty level draws, the refresh odds (SR 68%, SSR 24%, UR 8%), and the daily allowances for assisting alliance mates and plundering non-allies. Reward amounts are deliberately left off — we could not verify them, and a guessed number is worse than none. There is a downloadable card on the Event Cards page too.11 Oct 2026 · 21:40Open →
- AddedArtwork for all 31 heroesEvery hero now has a picture. There is a thumbnail against each row in the hero database, a full portrait at the top of the hero's own page, and the same art behind the link preview — so dropping a hero page into alliance chat or Discord now shows that hero with their rarity, troop type, role and overall tier, instead of the same generic site image thirty-one times. One thing to say plainly, because it will be the first thing you notice: this is our own artwork, not the game's. It is drawn to the hero's troop type and role, so a Missile Defense hero gets Missile Defense art, and it will not match the portrait in your client. We are a fan site and the game's art is not ours to republish, so the choice was original art or no art. Each hero page says this underneath, in case anyone lands there wondering. The hero is still identified the way you already identify them — by name, with rarity, troop type and role alongside — and none of that has changed. Neither have the tier ratings, the skills or the squad advice. This is pictures, nothing else.11 Oct 2026 · 18:10Open →
- UpdatedEvery event card redrawn in one house styleAll 37 event cards have been rebuilt to look like one set rather than 37 separate images. The colours have not changed — graphite, amber and steel blue, same as the rest of the site — but the way they are used has. Corners are cut square instead of softly rounded, the line along the top is now three flat blocks of colour rather than a single hairline, the event name at the top sits inside an outlined chip, and every section heading carries a solid colour bar beside it so you can find THE BOSS, IN TWO NUMBERS or HOLD BACK at a glance when the card is on a phone screen in the middle of a chat. Not a word of the content changed. The cards say exactly what they said yesterday, down to the numbers, so anything you have already saved or posted is still correct — this is purely how they look. The reason for doing it is that these get shared into alliance chat and Discord where they sit next to each other, and a wall of cards that each look slightly different is harder to read than a wall that looks like a set. Download them from the Event Cards page as before.11 Oct 2026 · 16:30Open →
- AddedArena 3v3: name the two types you have to beat, not your three best squadsArena 3v3 has been answering the wrong question. It handed you your three strongest squads — but Arena is best of three, and you choose which of your teams meets which of theirs, so you never actually need three good squads. You need two that win and one you are happy to throw. There is now a "Which two are you up against?" row on the 3v3 objective. Name the pair you are facing — Missile + Air, Tank + Missile, or Tank + Air — and the two squads that counter them lead the order, the stronger of your two counters first. Each squad then tells you what it is for: "send this at their Missile" rather than "your strongest squad", which is the sentence you can act on once you get to pick the matchups. The third squad is named as your concede, with the advice to throw it at whichever of their teams you least expect to beat. The ordering is not cosmetic, and this is the part that was quietly costing people sets. Your gear and your stars are one pool shared across all three squads in order, so the first gets kitted out, the second gets what is left and the third routinely gets very little — on one real roster we tested it received no gear at all. That is why a Missile squad can lose to a strong Aircraft squad even though Missile counters Aircraft: the type advantage was real and the squad was naked. Putting the counters first is what gets them the kit, which is the whole reason naming your opponents changes the answer. This was tested in game before it shipped — against Missile + Air, fielding Tank + Missile instead of Tank + Air turned a losing set into a winning one. The default is "Not sure", which behaves exactly as the tool did before, so nothing moves unless you tell it who you are facing. And the same honest caveat as the 1v1 picker applies: the game tells you which type beats which but never how much that advantage is worth, so a thin counter squad can still lose to a well-built squad of the wrong type. Two wins is the target, not three good-looking squads.9 Oct 2026 · 08:30Open →
- UpdatedSquad Builder: a failed load can no longer overwrite the roster you savedA supporter wrote in to say their roster had emptied — they were signed in with their code and nearly all of their heroes were gone. They were right, we found the cause, and their roster has been restored in full. Here is what was going wrong, because it is worth understanding if you use the tool across more than one device. Your roster is saved against your access code so it follows you about. When the tool started up it asked for your saved copy, and if that request failed — a dropped connection, a slow network, anything — the result came back indistinguishable from "you have nothing saved yet". The tool could not tell those two apart, so it treated the empty answer as the truth, and the next edit you made saved that near-empty roster over your good one. One badly-timed failure was enough to do it. A failed load and a genuinely empty account are now two different answers, and only one of them is ever allowed to become your saved roster. If we cannot reach your data, we say so and leave what you have alone instead of assuming there is nothing there. We checked every other saved roster for the same damage and found none. If you have ever seen heroes vanish, do get in touch — we keep previous copies and can put them back.9 Oct 2026 · 04:10Open →
- UpdatedSupporter guides are properly protected now, and some were never meant to be paidIf you are a supporter, almost nothing changes for you: open a guide and you read it as before. The reason for the work matters more than what you will notice. Until this week the supporter gate on a guide was drawn by the page rather than enforced behind it — the paid half came down with the rest of the page and the gate simply decided whether to show it. That is not protection, and it meant the writing supporters pay for was not genuinely reserved for them. The second half of every supporter guide now stays on the server and is fetched with your code at the moment you open it. No code, or an expired one, and you get the free half and a prompt — which is what the gate always claimed to be doing. Two other things came out of the same pass, and both are in your favour. Pre-Season, Free 2 Play and every season Overview are free to read, as they were always meant to be; they had been swept into the paid set by mistake and are open to everyone again. And it is no longer possible for a guide to be labelled supporter content without actually being protected — that combination used to be something we could create by accident, and now it cannot exist at all. All 117 supporter guides are enforced, there is a list of exactly what is free and what is paid, and the site refuses to publish if a supporter guide ever slips back to being unprotected.6 Oct 2026 · 05:40Open →
- AddedThe Age of Oil — Base Expansion in 46 stepsThe Age of Oil opened on day 57 of Season 2 — the tree that finally lifts your base cap from 30 to 35 — and there is now a full guide to it, plus an overdue fix to the Research Calculator. The tree is unlike the others in the series: nineteen nodes, every one of them a prerequisite, and a resource you have to produce rather than one you already have banked. It also holds far more research levels than Base Expansion actually needs, and the ones you can skip are not marked — on screen the nodes you must take all the way look identical to the ones you should leave alone. The guide walks the shortest route step by step, with what each rung costs and the two things that genuinely set your finish date; both turn out to be the opposite of what the tree suggests. The Research Calculator now tracks oil as a resource for this tree, which it never did before — so you can set your own research speed bonus and see what you actually have left to pay. Its cost figures for the tree were also two to four per cent low and are now exact, verified against the tree in game.5 Oct 2026 · 18:40Open →
- UpdatedSeason Timeline — every day now says what actually happensThe timeline went up earlier today with the hero and event calendar on it, and a fair complaint about it was that a lot of days were just a name. "Carlie Exclusive Weapon", day 18, and nothing else. Every day now carries the detail: what opens, what it does, and the warzone-wide goal that triggers it. Season 1 went from 8 rows to 31, Season 5 from 5 to 38, and the page as a whole from 94 days-with-something-on-them to 272. Some examples of what that looks like. Season 2 day 1 is no longer just "Polar World" — it is the cold-wave alert, the High-heat Furnace that raises both Virus Resistance and your base temperature, the Titanium Alloy Factory, and the Alliance Furnace that warms the land around it for every commander in range. Season 5 day 2 unlocks High Noon. Season 6 day 1 opens the fishing grounds. Season 1 day 15 unlocks the training bases for all three troop types, and day 22 is when warzone declarations of war begin. One thing worth understanding before you plan around the numbers: a "warzone goal" is shared. When a day says three million Iron donated, that is the whole server filling it together and the unlock then arrives for everyone at once — it is not a personal checklist, and your own contribution just moves it along. The season names, the day numbers and every line of detail are verified in-game. Where a day's late-season rows still are not confirmed, for Seasons 1, 3 and 5, the gap is still a gap rather than a guess.4 Oct 2026 · 23:10Open →
- AddedSeason Timeline — what unlocks on every day of a seasonThe game has a Doomsday Domination panel listing everything coming up, and it is genuinely useful — but you can only read it by scrolling, inside the game, one screen at a time. It is now a page. Pick a season and you get every day in order: what unlocks, what gets harder, and which hero's weapon lands when. The shape repeats and that is the useful part. Your three exclusive weapons arrive on days 4, 18 and 39 of every season from 1 to 5 — Kimberly, DVA and Tesla in S1; Murphy, Carlie and Swift in S2; and so on. Season 6 is the odd one out, with no weapons at all: it runs hero awakenings instead, on days 4, 18 and 32. Day 57 is the big mid-season drop in every season, when Zombie Siege gains two difficulty levels, Zombie Invasion opens a new boss-level band and General's Trial unlocks advanced difficulties. The Overlord arrives on day 89. The pre-season stretch is here too, all the way to day 120, which turns out to be where every hero recruitment sits — Kimberly day 1, Murphy day 2, Carlie and DVA day 8, Swift and Tesla day 15, and on to Fiona on day 99. Two things to know before you plan around it. Day 1 means the day your warzone's season opened, not a date — warzones start at different times. And the game reserves the right to move events, in its own words, so treat this as the plan and the panel in your game as the truth. Some late-season rows for Seasons 1, 3 and 5 are not in yet; Season 2 is complete from day 1 to day 92. We would rather show a gap than guess at a day.4 Oct 2026 · 20:30Open →
- AddedCheck my squad — tell us the five you actually fielded and we will score themEverything in this tool has been one-way until now: it tells you which five to field. It has never had an opinion about the five you actually fielded. So if you run something different — because of advice in alliance chat, or a hero you have put a lot into, or you just want to know — there was no way to ask what it is costing you. There is now, on the Wanted and Rampage boss objective. Pick your five and you get a score against the squad the tool would pick, plus the reasons: how many of your heroes collect the boss's +50%, which formation rung you are on and whether that is higher or lower than ours, and which hero we would swap. It is scored by the same code that chooses the recommendation, not a separate calculator, so the two numbers mean the same thing. Two things it deliberately does not do. It does not tell you that you are wrong — it reports a difference and the reasons, because this is a ranking rather than a damage prediction and real in-game tests have beaten it before. And it does not ask for a screenshot: we already have your roster, so the only thing missing was which five you picked. Not on the Crystal Boss, where the +30% same-type bonus is a different mechanic the comparison does not model — a number there would be confidently wrong rather than roughly right.4 Oct 2026 · 19:05Open →
- AddedSquad Builder: fill in a spreadsheet and upload it instead of typing your roster inEntering a roster by hand is the worst part of this tool — 30-odd heroes, each with stars, skills, an exclusive weapon and four pieces of gear. You can now do it in a spreadsheet instead. Download the .csv, fill it in on a laptop or hand it to someone, and upload it back. The spreadsheet carries everything now, including every gear piece individually, so it round-trips without losing anything; previously it summarised gear as a count and a star total and could only go one way. Two upload buttons sit under 'Back up or share your roster' — one for the .csv and one for the .json backup. The .json upload is not new, but it was labelled 'Restore from backup' and nobody read that as 'upload your file', so it now says what it does. Both files explain themselves: open the .csv in any spreadsheet and the first twenty lines tell you what each column means, what the valid range is and how the import reads the file, with a worked example row. The .json carries the same thing as a readme plus an example hero. Those examples are notes, never data — they cannot end up in your roster, and there is a build check that fails if that ever stops being true. On the page itself there is a 'How importing works' panel covering the same ground. Nothing is applied the moment you pick a file. You get a summary first — how many heroes, how many would change, any names we did not recognise — and it only goes in when you press Apply, so picking the wrong file in a hurry costs you nothing. Two details that matter if you edit the sheet: columns are matched by their heading, not their position, so you can reorder or hide them freely; and a column you delete or leave out is left exactly as it is rather than being wiped, which also means an older spreadsheet saved before this change will not clear the gear you have entered since.4 Oct 2026 · 17:20Open →
- UpdatedSquad Builder: one boss objective instead of two, and three fixes behind itWanted Boss and Rampage Bosses were two separate objectives, and they did not need to be. Both pay the same bonus — +50% damage to every hero of one troop type — so both want the same squad, and the tool proved it: across all three types, on real rosters, the Wanted pick and the Rampage pick came out identical down to the rows, the drone chips and which hero got which piece of gear. Six choices, three answers. They are now one objective, and it asks the only question that actually changes the squad: which troop type does the boss buff? Pick Tank, Aircraft or Missile and you get the squad for it, with the Code boss and its days shown alongside so you can still see which one is up today. What the merge deliberately does not flatten is how the two events PLAY, because that really is different: a Wanted Boss gives unlimited attempts and ranks your best single hit, so experimenting costs you nothing, while a Rampage boss allows three attacks, so every hit counts. Both are spelled out on the objective. Three other things changed this weekend. The bonus is per HERO, not per squad — the boss states it on its own Traits panel as "Damage taken from [type] Heroes +50.00%" — so four matching heroes beside one standout off-type carry still collect four lots of it, and our guides had been telling you the opposite. PvP and Arena gained a matchup picker: tell it which troop type you are up against and it builds the squad that counters it, rather than always answering with your strongest. And the Gear placement tab no longer claims a hero "holds the front" when the tool has put them in the back row.4 Oct 2026 · 14:30Open →
- UpdatedWanted Boss: the 50% bonus is per hero, not per squad — we had this wrongA screenshot of a boss's Traits panel settled something our guide had been getting wrong, and getting wrong in a way that cost people damage. The panel reads "Damage taken from [type] Heroes +50.00%". The word that matters is Heroes: the bonus is awarded to each matching hero, not to the squad for being all one type. We had written the opposite in several places — that swapping in a single off-type hero would be "devastating", and that you should never bring a mixed squad. That is not how it works. Four matching heroes plus one standout off-type carry still collect four lots of +50%; the off-type hero simply earns none of it, and you drop one rung of the separate same-type formation bonus, from +20% to +15% on HP, Attack and Defence. A real cost, but a modest one — and where your matching bench is thin, a maxed hero with an Exclusive Weapon and levelled skills can clear it easily, while a barely built matching filler is multiplying a small number by 1.5. Matching the type is still the right default and bringing no matching heroes at all is still the one genuine disaster. But attempts are unlimited, so you can settle it for your own roster in a few minutes: run your mono squad, swap one slot, read the damage. Corrected in all six languages.4 Oct 2026 · 11:20Open →
- UpdatedRampage Bosses: the weakness is worth +50%, and we stopped numbering the bossesThe Wanted Bosses tell you their bonus. The Rampage event only says "attacking their weaknesses deals more damage" and leaves you to guess, so our guide said "significantly more". It turns out the boss does tell you — on its own Traits panel, which reads "Damage taken from [type] Heroes +50.00%". So it is +50%, the same as a Wanted Boss. Read the wording carefully though, because it changes how you build: the bonus is damage taken from matching HEROES, counted per hero, not handed to the squad as a whole. A fully off-type squad has to be more than 50% stronger in raw output just to draw level, which is why the matching type usually wins even when it is the weaker half of your roster — but one off-type hero beside four matching ones does not throw the bonus away, the other four still collect it, so a standout carry can still earn its slot. We have also stopped calling them Boss 1, 2 and 3. The game names its bosses and shows each one's weakness on that Traits panel; it never numbers them, so our numbering was ours, you could not check it against anything on screen, and if we had the order wrong it would have cost you the whole bonus. The Squad Builder now labels them by what you can actually see: Weak to Tank, Weak to Aircraft, Weak to Missile.4 Oct 2026 · 09:40Open →
- AddedSquad Builder: pick who you are fighting in Arena, not just your best squadPvP / Arena now has a matchup picker, and it exists because "your strongest squad" is sometimes the worst advice we could give. The game publishes a counter rule — Tanks beat Missiles, Missiles beat Aircraft, Aircraft beat Tanks — so if your best squad is Tank and you are looking at an Aircraft defender, your best squad is also the one that type beats. Tell the tool what you are up against and it builds the squad that counters it instead, with your gear pooled onto those five and the matching drone chips. There is a second row for the other question people ask: if you have put your stars and weapons into one type and want to build around it, pick that type directly. Leave it on "Your strongest" and nothing changes from before. One thing we will not pretend to know: the game states which type beats which, but never how big that advantage is, and it is not in the data anywhere. So when the countering type is not your strongest, the tool now says that out loud rather than quietly handing you a thin squad — a lightly-built counter can still lose to a maxed squad of the wrong type, and the only way to settle it is to run both.4 Oct 2026 · 08:10Open →
- UpdatedWanted Boss: our guide was describing rules the game no longer usesA player sent in the in-game rules panel and it did not match what we had written. We were describing four spawn windows a day at 00:00, 06:00, 12:00 and 18:00, and a cap of five attempts. The boss now spawns ONCE a day at 00:00 and stays on the map for 23 hours, and attempts are UNLIMITED — there is no daily cap at all. Rally attacks are not allowed, which we had never mentioned. That last pair is not a detail: with no cap and only your highest single attempt counting for ranking, there is no cost to experimenting, so the right way to play this event is to run a squad, read the damage, change one hero and run it again. The guide and the shareable Wanted Boss card have both been rewritten around that, in all six languages. The +50% bonus for the matching troop type is unchanged and still correct — and the guide now adds the one case where it is not the whole story: if your on-type heroes are the ones with no Exclusive Weapon and no skill levels, the bonus may not close the gap to a stronger off-type squad. Because attempts are unlimited, you can settle that for your own roster in a few minutes rather than taking anyone's word for it.2 Oct 2026 · 10:30Open →
- UpdatedSquad Builder: the row a hero stands in now follows the buffTwo heroes buff their squad by ROW as well as by type, and the builder was ignoring that when it decided who stood where. Sarah's Falcon Strike lifts back-row AIRCRAFT heroes' damage against monsters by 25.5%, and Mason's does the same for back-row TANK heroes — so an Aircraft carry parked in the front row collects none of it, and a Tank in the back of an Aircraft line-up cannot collect it either. A player on a boss hunt measured their own line-up at roughly a quarter more damage than the one we recommended, and they were right: it had the wrong three heroes in the back. Boss squads now put the heroes a back-row buff can actually reach in the back, and the type-locked buffs are judged against the squad being built rather than whichever troop type you happen to own most of — a buff that reads "back-row Tank heroes" is worth nothing in a squad of Aircraft carries, however deep your Tank bench is. Two more things came out of the same pass. A hero whose whole job is to buff somebody else is no longer dropped from the squad that somebody else is in. And if you have fewer than five heroes for a squad, it stops pushing your best damage dealers into the front row: one hero holds the line and the rest stay in the back, where before a three-hero squad put two carries up front and left the weakest of the three behind them. Full five-hero squads are unchanged.1 Oct 2026 · 09:30Open →
- AddedSquad Builder: download your roster, or restore it from a backupYou can now take a copy of everything you have entered. At the bottom of the Squad Builder there are two downloads and a restore. The .json is the real backup — your heroes, stars, skills, Exclusive Weapons, gear, Wall of Honor, Tech Center research and drone chips, exactly as saved — and it is the one to keep, because you can load it straight back in on any device from the same panel. The .csv is for spreadsheets: one row per hero, ready to sort, filter, or hand to an alliance leader who wants everyone's roster in one sheet. It is a snapshot rather than a backup, so gear is summarised as how many pieces you have at Lv40 and how many stars in total. Neither file contains your access code, so you can share either one without sharing your account. Restoring checks the file before it touches anything — if you pick the wrong one, nothing you have entered is changed, and it will tell you why it was refused.29 Sep 2026 · 19:30Open →
- Updated"What to level next" now answers when your line-up is already settledThis section finds the exact upgrade that changes WHO you field. The trouble was that on a strong roster the honest answer is often "nothing" — and being told your line-up is settled, with no idea what to spend on instead, is not much of an answer. So it now goes further. When no single upgrade swaps anyone in, it ranks the next step on each hero you actually field by how much it lifts that squad, strongest first, so there is always something to act on. It also now spots heroes that no single upgrade can reach but a COMBINATION can, and says so separately instead of writing them off — on a three-squad line-up that can be the difference between "never worth it" and "worth it once the weapon, skills and stars go up together". And on Arena 3v3 and the Everyday Setup, where you field several squads at once, each squad now answers for its own five heroes: the Tank squad tells you about your Tank squad, not about someone in the Missile one.29 Sep 2026 · 19:00Open →
- UpdatedSquad Builder: a new layout, and it now tells you what to level nextThe layout that was on trial behind a Classic / New switch is now simply the Squad Builder, and the switch is gone. Everything about a squad sits in a row of sections you open one at a time — who is in it and why, where your gear lands, the order to level that gear, what to invest in, and what to research — instead of one long column you had to scroll past. Nothing opens itself: you click what you came for. Two of those sections are new. "Item order" is the order to level your UR gear for that squad, main carry's damage pieces first — the builder always worked this out and only ever showed you which star-up was cheapest, which is a different question and often a different piece. "What to level next" is the one worth knowing about: it walks every hero you own through their weapon, skills and stars and finds the exact level at which one more point changes WHO gets fielded — and, just as usefully, names the heroes that no amount of levelling will get into that squad, so you can stop spending on them. There is a short walkthrough the first time you visit, and a Tips button to see it again.27 Sep 2026 · 12:30Open →
- AddedSquad Builder: what each season actually brings your heroesPick a season and the builder now says what that season is for, whose Exclusive Weapon arrives in it, and who can be promoted from SSR to UR — with the promotion explained rather than just named. "Scarlett can be promoted this season" is not a decision; "Scarlett's damage reduction stops being monster-only" is. So each promotable hero says what actually changes, including where the new skill does nothing: Mason's and Sarah's promoted passives only work against monsters, so promoting them buys you nothing in PvP, and that is worth knowing before you spend. It also carries the part that is easy to miss — a promoted hero reaches a UR stat line but keeps 60 hero skill points where a hero born UR has 120, so it is a real upgrade that does not quite match an equivalent UR. The weapon side leads with the catch rather than the names: a weapon cannot be levelled before its season and skills stop at 30 until it unlocks, so shards spent early do nothing at all.27 Sep 2026 · 11:00Open →
- UpdatedSquad Builder: Stetmann keeps the Arena slotMason and Stetmann were rated the same for PvP, which meant the builder chose between them on how built they were — and once Mason's skills passed a certain point Mason took the Arena and Desert Storm slot. That is the wrong way round, and it was recommending you level Mason to get there. Mason's promoted skill boosts back-row Tank heroes against monsters, so it contributes nothing at all in a fight against another player; Stetmann is a UR from the start with twice the hero skill points and a higher base attack. Mason is now rated a tier lower for PvP, and keeps a place in PvE, boss and Zombie Siege squads and no longer displaces Stetmann in Arena. Your PvE squads are unchanged.26 Sep 2026 · 18:35Open →
- AddedDigging Stronghold: the counter for every season, not just Season 2The Digging Stronghold guardians only had confirmed counters for Season 2, so picking any other season returned nothing at all. All six seasons are now covered — Crimson Colossus, Doctor and Lycan in Season 1, the Golden trio in Season 3, the Oni in Season 4, the Plague trio in Season 5 and the Shadow trio in Season 6 — with the troop type each one wants. Every season carries one guardian of each type, and the rule is the same throughout: a Tank-type guardian wants an Aircraft squad, an Aircraft-type wants Missile Vehicles, and a Missile-type wants Tanks. Verified in-game.26 Sep 2026 · 14:50Open →
- UpdatedCrystal Boss: the same-type bonus is +30% Attack, not the usual formation bonusWe had been quoting the ordinary squad formation bonus (+20% HP/Attack/Defense for five of a type) as though it were what the Crystal Boss pays out. The boss screen states its own, different line: five heroes of the same troop type deal an extra 30.0% Attack damage. The guide and the Squad Builder's Crystal Boss advice now say that instead. The same screen also has an Extra Bonus panel we had never documented — it lists Defense heroes that each add +20% to all ally damage when you deploy them, which is free damage most players are walking past. Confirmed in-game on a live account.23 Sep 2026 · 19:40Open →
- UpdatedSquad Builder: which hero holds a gear piece no longer affects the rankingGear in Last War is account-wide — the builder pools it and puts your best pieces on whoever it fields — but part of the ranking was still reading gear as though it belonged to the hero it was recorded against. Since entering gear through the pooled list puts new pieces on whichever hero has a free slot, that could shift which troop type came out as your first squad for no real reason. It now ignores who is holding what, which is how the rest of the tool already worked. Most rosters will see no change at all; if your squad order looks different, this is why.17 Sep 2026 · 09:15Open →
- UpdatedSquad Builder: fix for some boss squad recommendationsAn in-game test turned up a case where the recommended squad for a Code boss was not the strongest one available — it was leaning too hard on the boss's hero-type bonus and passing over a better-built hero. That has been corrected and re-checked against a real roster. If your Code boss or Rampage recommendation looks different from yesterday, this is why. PvP, Desert Storm and the Crystal Boss are unaffected.16 Sep 2026 · 08:10Open →
- UpdatedSquad Builder: your gear list stops moving while you edit itFeedback on the new layout said the gear list was the confusing part, and it was right. The list is sorted best first, and it re-sorted on every keystroke — so typing the second digit of "40" into a level box made the row jump up the page and the hero name beside it change, mid-edit. It looked like editing a piece had taken it off one hero and given it to another. Two things have changed. The list now holds still while you are typing in it: the rank number counts up in place (#4 to #2 to #1) and the destination updates live, but nothing moves under your hand. It re-sorts once you click away, where the highlight on anything that changed hands explains what moved and who had it before. And the last column now has a heading — Where it lands — because a bare hero name next to a piece reads as whose piece it is, which is exactly the idea the gear list exists to get rid of. Under that heading the same name reads as what it is: the hero the builder chose to field it on, for the event you have selected. The rarity tag beside each piece is also gone unless it tells you something the dropdown does not, which in practice means it now appears only when a UR at 5 stars counts as Mythic.16 Sep 2026 · 05:20Open →
- AddedSquad Builder: try the new layout, and tell us what you thinkThere's a Classic / New switch at the top of the Squad Builder. The new layout changes one thing that has confused people for a while: gear is no longer entered hero by hero. In Last War gear moves freely between heroes, and the builder has always pooled it and put your best pieces on whoever it fields — so entering it per hero implied an ownership the tool ignores, and made the squads look wrong when a Railgun you'd set on one hero turned up on another. Gear is now simply the list of pieces you own, best first, which is the order it gets handed out. Beside every piece it now says where that piece actually lands — "Squad 1 · Kimberly" — and when something changes hands, because you upgraded a piece or switched event, the affected rows are highlighted and say who had it before. Allocation moves on its own, and a silent change three sections below where you typed is indistinguishable from a bug. The page also reorders itself: a first visit sets your season, then walks you through heroes, gear, what you're doing, and your squads; if you already have a roster saved it leads with the event and your squads and tucks the inputs underneath, so checking this week's event is one press and a glance. Heroes list their skills inline rather than hiding them behind a Details button, and Tech Center research sits above the squads rather than after them, since the squads are the end product. Nothing is lost by switching — both layouts read the same saved roster, and you can flip back any time. There's a short rating box at the foot of the new layout, and it stays available afterwards so you can come back and add more; it genuinely decides whether this replaces the current page, so if something feels slower or harder to find, that's the useful thing to tell us.15 Sep 2026 · 13:40Open →
- UpdatedEvery card in one place — 37 of themThe quick-reference cards have been rebuilt in the same style as the event cards, and everything now lives on one page: a card per event, a card for every Alliance Duel day, and the squad, tactics and season reference cards. Checking them turned up real errors in the old set — Goldust offered a route to the 30% cap through six secondary buildings when only four exist, the Caffeine card had its two resources the wrong way round, and three of the six VS day themes used names the game does not (they are Base Expansion, Age of Science and Hero Initiative). Cards are English for now; the other five languages will follow.9 Sep 2026 · 10:30Open →
- UpdatedArmament Institute card — and when you can actually startTwenty-five cards. The Armament Institute guide never said when the building becomes available: it unlocks in the Season 4 off-season, needs HQ 27 and at least one level 35 Barrack, and it is the research inside — weeks to months of it — that gates T11 rather than your HQ level. Each of the four researches also reaches four star levels, where the real T11 benefits sit. Bank Armament Materials, Cores and Oil before you qualify, not after.8 Sep 2026 · 10:20Open →
- UpdatedCity Destruction card — and how it actually triggersOur Season 6 guide said you push a city's attack progress to 100% to destroy it. You do not — you capture a City in an enemy faction warzone and it is destroyed automatically. Also newly documented: you can only declare on Wednesday and Saturday, the Influence you gain is typically half the city's original value, only the alliance dealing the most durability damage collects it, and destroyed cities do not count against your alliance's ownership limit. Seasons 1 through 6 now all have cards.8 Sep 2026 · 09:45Open →
- AddedEvent Cards — 23 one-page guides you can shareA new section: one image per event, built to be read on a phone and dropped straight into alliance chat or Discord. Each card carries the daily limits people under-spend, the mistakes that cost the most, and how the event is actually scored — the Nuclear Furnace's two per-target allowances, the three-loss elimination in Champion Duel, the giant cannons that win a Capitol, the 48-hour rule that decides who gets paid in Zombie Siege. Free to download and repost. They are grouped so the universal events come first and the seasons follow in order, and every card is checked against in-game behaviour before it ships — where a figure could not be confirmed it is left off rather than guessed at, which is why a card is sometimes shorter than the guide it links to. Writing them also turned up 31 corrections to our own guides, all now fixed.8 Sep 2026 · 09:00Open →
- UpdatedDesert Bazaar corrected — there is no exchange rateOur Season 3 guide had the Desert Bazaar badly wrong — it described a market that does not exist, with pricing behaviour the game never had, and gave timing advice that followed from the mistake. The guide now describes the real mechanic and how to spend in it. Waiting for a better rate just wasted refreshes — and unspent scales are deleted at season end. Rewritten, with a card to match.8 Sep 2026 · 03:00Open →
- AddedChampion Duel cardTwenty-two cards now. Champion Duel costs nothing to enter — combat there never consumes your troops — so the only players who lose anything are the ones who skip it. The card covers the three-loss elimination across ten rounds, how the top eight are decided, and the detail most likely to cost a semi-final: the formation locks five minutes before a Qualifier match but fifteen minutes before a Championship one.8 Sep 2026 · 02:30Open →
- UpdatedQueen's Revenge — the event we never actually explainedOur guide called Queen's Revenge a community nickname for the Season 1 off-season and described the map changes. It is a real named event with its own rules, and we had none of them. Now covered: the Queen declares war on Monday and Wednesday and sieges on Tuesday and Thursday, six times in all; officers set a Defense Target that locks before the attack; members must garrison there or the target counts for nothing; each siege runs twenty waves; and a Crimson Gunner has to be killed on sight. A card goes with it.8 Sep 2026 · 02:05Open →
- AddedCrystal Event cardTwenty cards now. The Crystal Event one covers the three daily boss attempts, why five heroes of one troop type beat a stronger mixed line, and the long list of buffs that are silently disabled against this boss. Added to the guide as well: troops sent to the Crystal Boss cannot be recalled, so with no rallies and only three attempts a day a squad sent by mistake costs you a third of the day.8 Sep 2026 · 01:35Open →
- UpdatedLucky Cats card, and the step that makes them payNineteen cards now. Finding a Lucky Cat gives you nothing on its own — you have to send electricians to charge it, and the rewards only unlock at full charge. That step was missing from our guide entirely, so anyone following it could hunt cats all season and never collect. Also added: Large cats sit in a different place in every warzone and are found by lighting the night, Mini cats are capped at one a day, and defeating Oni Generals spawns extra Large cats for the whole warzone.8 Sep 2026 · 01:10Open →
- UpdatedGoldust Conquest card, and a percentage that could not happenThe Season 3 guide suggested you could reach the 30% theft cap by destroying six secondary buildings if the Alliance Center was too well defended. There are only four — Sacred Water Hut, Exploratory Well, Mithril Plant and Obelisk — so the side buildings top out at 20% and hitting the cap always means taking the Center. Corrected, and a card added covering the maths and the twice-weekly schedule.8 Sep 2026 · 00:45Open →
- UpdatedTrade Train and Lighthouse cardsSeventeen cards now. The Trade Train guide explained trading and raiding but never how you actually get a train — an alliance can run three a day, only the top 20 on the server get the free regular one, and any member can call a Mega Express without waiting for an officer. The Lighthouse guide gained two planning facts: unused power converts to Profession EXP at season end, so hoarding it is not waste, and consumption at full brightness climbs to 18,000 a minute as the season darkens.8 Sep 2026 · 00:15Open →
- UpdatedWarlord Missile corrected, Bank Strongholds card addedWe had the Rare Soil War missile wrong in three ways. It is the Warlord Missile, not a nuclear missile; it deducts Furnace durability across every Alliance Furnace in range rather than creating a 25x25 contaminated area; and it can be launched during the war stage, not only in prep. Newly documented too: launching makes the Warlord's own base attackable, and if that base is moved or blasted away mid-launch the missile fails outright — so defenders can cancel it by hitting the Warlord. Also adds a Season 5 Bank Strongholds card.7 Sep 2026 · 23:40Open →
- AddedWanted Boss, Rampage and Alliance Train cardsThree more cards, taking the set to fourteen. The Wanted Boss one leads on the rule most people get wrong — your ranking uses only your single best attempt, so five rushed runs score no better than one. Rampage covers the three daily spawn windows and the fact that the three-attack cap is per boss rather than per day, and Alliance Train covers the four-hour boarding window, the random draw for a full wagon, and that a train can be plundered three times on its journey.7 Sep 2026 · 23:00Open →
- UpdatedCapitol War card, and the giant cannons we never coveredA card for the weekly Capitol fight, plus a real gap closed in the guide: the four giant cannons were not mentioned anywhere. A held cannon fires on the enemy-held Capitol by itself and speeds up your own capture, so ignoring them means fighting a garrison that is being reinforced faster than you can clear it. The guide now also explains that everyone in your warzone counts as your side, and that the contest is won on total time held rather than the last hit. Presidential applications gained their real rules too, including that Capitol Conquest wipes every pending application.7 Sep 2026 · 22:20Open →
- UpdatedAlliance Duel, Enemy Buster and Arms Race cardsThree more cards covering the weekly rhythm — and a fix to something two of our guides disagreed about. They listed the VS day themes a day apart from each other, using names the game does not use. The guides now use the game's own theme names (Base Expansion, Age of Science, Hero Initiative, Total Mobilization, Enemy Buster) and no longer claim which weekday each falls on, because that is not published. Also newly documented: the alliance with the most points on the day wins that day outright, Enemy Buster runs all weekend rather than one day, and there are items that change the current Duel theme.7 Sep 2026 · 21:40Open →
- UpdatedZombie Siege and Sky Predator cardsTwo more event cards, and three guides corrected along the way. Zombie Siege now covers the rules that quietly cost people rewards — you must have been in the alliance over 48 hours to claim alliance rewards, relocating mid-attack counts as a defence failure, and leaving early forfeits everything. Sky Predator now explains the Rush Stage, where the airship is strengthened on your peak donation progress, and the shield that turns a five-win streak into twenty.7 Sep 2026 · 20:55Open →
- UpdatedMarshal's Guard and Rare Soil War cards — plus guide fixesTwo more shareable event cards. Writing them turned up four things our guides had wrong: Marshal's Guard was missing the 20-member minimum, the 22:00 deadline that forfeits the whole event, the point where donations stop adding damage, the bonus for officer-led rallies and the Offline Participation trick. Rare Soil War no longer claims a fixed 40-minute war (the timer varies and the game tells you to read the countdown), and the 20% to 30% plunder window is back, correctly explained as a timed event.7 Sep 2026 · 20:10Open →
- AddedEvent cards you can shareA new set of one-page cards that explain a whole event in a single image — download one and drop it into alliance chat or Discord. First three cover the Season 2 Nuclear Furnace, the free Grouping server hop between servers in your group, and which base moves cost nothing. The Nuclear Furnace guide has been corrected too: the build limit is per Furnace, and every server in your group has one.7 Sep 2026 · 19:15Open →
- AddedGuides are getting diagramsThe first explainer graphics are live: the counter triangle on the Combat guide, how a rally actually works on the Rally guide, and the shape of an Arms Race day. Each one is built to be read at a glance on a phone, follows the guide's Light/Dark setting, and appears in your own language. More to follow across the event guides.7 Sep 2026 · 17:30Open →
- UpdatedCookie settings you can actually changeThere is now a Cookie settings link in the footer, so you can change or withdraw your analytics choice at any time — previously the banner never came back once dismissed. Withdrawing takes effect immediately and clears the cookies it set. Everyone is being asked afresh, because the site moved to Google Analytics and a choice made about the previous, cookieless analytics is not a choice about this one.6 Sep 2026 · 21:00Open →
- UpdatedEvery tool page is easier to find in searchAll 17 calculator and planner pages were retitled so the game name is actually visible in Google results rather than being cut off. Titles only, nothing about the tools themselves changed.6 Sep 2026 · 18:20Open →
- UpdatedFixed: pages scrolling sideways on mobileOn a phone the footer was forcing every page to be wider than the screen, so the whole site scrolled sideways and looked broken. Fixed across all 22 pages checked. Reported on mobile Firefox, but it affected every browser at that width.6 Sep 2026 · 07:00Open →
- UpdatedSquad Builder — a chip upgrade no longer drops your best heroUpgrading a drone Attack chip by a single star could quietly drop a monster amplifier from your Code boss squad, costing around 22% of squad damage in a player-measured test. The recommendation now keeps the amplifier and the carry it buffs. A build-time check was also added so this class of problem is caught before it reaches anyone.5 Sep 2026 · 07:00Open →
- UpdatedHQ tables and calculators now match the HQ guideThe HQ ladder existed in four separate places and they had drifted apart — 33 of 34 build times were stale, the calculator stopped at HQ 30 so the Oil levels had no costs, and 15 prerequisite rows disagreed. All of it now comes from one source generated from the guide, with a build-time check so it cannot drift again.1 Sep 2026 · 06:30Open →
- UpdatedSupporter codes now last a full monthMonthly supporter codes were expiring at the end of the calendar month rather than a month after purchase, so anyone subscribing mid-month lost access early — in the worst cases the same day they paid. Codes now run a full month from the day they are issued, plus a short grace period, and every affected code was extended.30 Aug 2026 · 08:00Open →
- AddedReactivate the Nuclear Furnace guide (Season 2)The warzone-wide furnace event: capture it, march troops in to build activation progress, and kill the four Glacieradons walking in from the map corners to shake that progress back down. Covers the three reward tracks, why the 5 attacks are per-beast rather than a shared pool, and why activation speed sets your warzone's temperature for the rest of the season.7 Sep 2026 · 09:20Open →
- UpdatedRare Soil War guide rewritten — factions, and several correctionsChecked against the event's in-game rules and corrected. Adds the Gendarmerie/Rebels faction system the guide never covered, fixes the Invitation Stage (it is the defender inviting partners, not you inviting your own members), corrects declaring to R4 and above on Tuesdays and Fridays, and documents the outnumbered-defender bonus that pays triple. An unverified claim that looting rose to 30% late season has been removed — the in-game rules state a flat 20%.7 Sep 2026 · 09:15Open →
- AddedShare your squad as an image cardEvery Squad Builder result now has a "Share this squad" button. It turns your recommended line-up — the objective, all five heroes and their front/back seats — into a clean, branded image you can drop straight into alliance chat, Discord or anywhere else. On phones it opens your share sheet; on desktop it saves the image and copies a caption to paste alongside it.28 Aug 2026 · 12:30Open →
- AddedGuides menu, reorganised — plus a page for every topicThe Guides menu is now grouped by what you're actually looking for — Start Here, Systems, Alliance & Events, and Seasons — instead of one long list. Each link opens a new topic page (Heroes & Squads, Alliance, Buildings, Gear, Economy, Progression and more) that gathers every guide on that subject across all seasons in one place. Guide links are unchanged — this just adds cleaner ways in.26 Aug 2026 · 18:30Open →
- AddedGuides: browse by topic or by seasonThe guides are easier to get around. A new "Browse by topic" filter on the Guides page pulls every guide on one subject — Heroes & Squads, Alliance, Buildings, Gear and more — across all seasons into a single list. There's also a new Guides by Season hub linking every season (Pre-Season through Season 6) in one place. Behind the scenes the category labels were cleaned up and made consistent across all six languages. No links changed — everything's just easier to find.26 Aug 2026 · 17:00Open →
- UpdatedBuilding times & troop power now game-verifiedAccuracy pass verified in-game. Every building's per-level upgrade time (all 62 buildings) is now verified exact — 410 level-times corrected, plus the level-1 and placeholder glitches cleaned up. On the Tables page, the Troop Tiers "Relative Power" curve was rebuilt from real unit power: T11 is about 77× a T1, not the 140× we showed before. Building resource costs stay marked as community estimates — those aren't published anywhere official — but the times and troop power are now confirmed exact.26 Aug 2026 · 15:30Open →
- UpdatedCleaner navigation — every tool, easier to findThe menus have been simplified. The Tools menu is now organised into clear groups — Calculators, Planners, References and Supporter — so the dozen calculators that used to be buried in the /calculators page are finally visible from the nav, with an "All calculators" link to the full list. Squad Builder gets its own top-level spot (it's the flagship), Tools now appear in the footer too, and the menu is powered by one shared list so desktop and mobile can never drift apart. No pages moved and no links changed — everything is exactly where it was, just easier to reach.26 Aug 2026 · 11:00Open →
- UpdatedHQ guide — prerequisites, power & build time now game-verifiedThe HQ Requirements table has been rebuilt and verified in-game. Every level's building prerequisites (all 35 — some were missing a second requirement, and the HQ 31–35 lists were incomplete), the exact HQ power per level, and the exact base build time are now verified rather than estimated. Resource costs (Food/Iron/Coins) stay flagged as community estimates, since upgrade costs aren't shown anywhere we can verify — confirm those in your own client.25 Aug 2026 · 15:00Open →
- AddedZombie Siege — full per-wave power chartThe Zombie Siege guide now has a complete power chart: approximate per-group zombie power for every wave (1–20) at every difficulty level (1 through 12). Levels 1–7 are cross-referenced from community data; Levels 8–12 are extrapolated from the same scaling (no public figures exist that high, so confirm those in your own event). Multiply per-group power by your group count (×1 to ×3) to see the total hitting your wall each wave — so you can pick a difficulty your alliance can actually clear.25 Aug 2026 · 10:30Open →
- AddedSquad Builder — a 4th squad for extra marchesField a fourth march? Everyday Setup and Desert Storm now let you build a Squad 4 from your best remaining heroes — a mixed team, with no hero shared with the squads above, so every march can run at once. The default stays at three, so nothing changes unless you bump it, and it caps automatically when you don't have enough built heroes for a full fourth team.24 Aug 2026 · 12:10Open →
- AddedSquad Builder — SSR→UR hero promotionsThe heroes that start as SSR and later promote to UR — Mason, Violet, Scarlett, Sarah and Venom — now show it in your roster. You get a gold UR tag once you've promoted them, or an “SSR → UR” hint showing which season the upgrade unlocks. And because being in a later season doesn't mean you've actually done the promotion, there's a per-hero “UR upgraded” tick so you tell the builder when it's done — it never assumes.24 Aug 2026 · 11:20Open →
- AddedSquad Builder — why each hero is in its positionEvery recommended squad now explains itself. A “Why each hero is in this position” panel under the formation gives each hero a plain-language reason for its row plus a relative contribution bar (its share of the squad's punch). It's clearest on boss squads — e.g. why your strongest carry sits in the back row while a 4th damage dealer moves to the front. The hero cards are also tidied up, keeping their placed UR gear.21 Aug 2026 · 15:30Open →
- AddedSquad Builder — Crystal Boss objectiveNew objective for the daily Crystal Event boss. It ignores type counters, so it builds your strongest single troop type as a mono-type line — with a reminder of the buffs that are switched off against it (War Fever, Battle Flag, Tactics-card actives, rank and fish buffs). When this shipped we described the mono-type gain as the ordinary +20% formation bonus; the boss in fact pays an extra 30.0% Attack damage of its own, corrected on 23 September 2026.21 Aug 2026 · 15:00Open →
- AddedCrystal Event guide — Factory, Shop & Crystal BossNew guide for the permanent Crystal Event: the Crystal Ore → Factory → Amethyst → Shop loop, the daily Crystal Boss (3 hits, no rallies), and the two things most players miss — it ignores type counters, and stacking 5 heroes of the same troop type pays an extra 30.0% Attack damage — plus the list of buffs that don't work against it. (This entry originally called that gain the ordinary +20% formation bonus; corrected on 23 September 2026.)18 Aug 2026 · 12:00Open →
- UpdatedPolar Dishes (Season 2) — corrected the feeding mechanicRewrote the Polar Dishes guide around how it actually works: feed Snowflake the husky the dish that MATCHES its daily taste (checked in the in-game Recipe panel) for a higher-quality chest — the old guide wrongly said any cook was equal. Adds the 4 ingredient types and dish mapping.17 Aug 2026 · 10:00Open →
- AddedSquad Builder — Digging Stronghold Monster objectiveNew objective that builds your strongest counter-type squad (with your best gear pooled onto it) for the Digging Stronghold elites — straight from the in-game recommendation. Season 2 confirmed (Mutated Mammoth → Aircraft, Mutated Gorilla → Missile, Bear → Tank); the monster list filters to the season you select, with more added as their counters are confirmed in-game.14 Aug 2026 · 13:28Open →
- UpdatedSeason 2: Titanium Alloy Factory & High-heat Furnace — correctedCorrected with player-verified numbers: factory output rises a flat +720 Titanium/hr every level (there are no “dead levels” — the earlier claim was wrong), plus confirmed High-heat Furnace heat / Power / Virus-Resistance stats and the keep-your-factories-even strategy.12 Aug 2026 · 19:48Open →
- AddedSeason 2: Titanium Alloy Factory & High-heat Furnace levellingNew guide on the best order to level the five Titanium Alloy Factories and the High-heat Furnace — the Coal→Titanium→warmth loop, why every factory level adds output (keep them even), and balancing factory upgrades against furnace warmth and season score.12 Aug 2026 · 19:15Open →
- UpdatedSquad Builder — Tech Centre research queueThe “research next” list for a squad is now a priority queue: once its damage research is maxed it continues with survivability, then troop power — so there's always a ranked list of what to train next, in order and never a dead-end.12 Aug 2026 · 05:14Open →
- UpdatedSeason 2 Profession Point Allocation — Engineer vs War LeaderAdded a tier-by-tier point-spend order with separate no-seasonal and with-seasonal routes, and corrected the seasonal column to the in-game linear chain (you can't skip nodes) in true unlock order.12 Aug 2026 · 04:58Open →
- AddedSeason 2 Profession Point Allocation — Engineer vs War LeaderNew side-by-side allocation guide. Both profession trees were captured in-game and verified (30 skills each), with clear guidance on which profession to run and when to switch.11 Aug 2026 · 21:00Open →
- AddedOverlord Guide: Gorilla & SkybreakerHow the two Overlords unlock, how they join a squad, and what to save — paired with a new “What to Save & When” planning hub for big-ticket acquisitions.11 Aug 2026 · 21:00Open →
- UpdatedHQ Progression & Resource TablesExtended HQ levels and per-level resource requirements up to HQ 35, and added an Oil column to the tables.4 Aug 2026 · 19:32Open →
- UpdatedSquad Builder — Drone Chip rarityDrone Chips now support SSR and UR per chip, so you can mix rarities within a set instead of the tool assuming everything is UR.1 Aug 2026 · 15:06Open →
- AddedAlliance Train RotaNew Merit-model driver rota page running alongside the lottery, with the weekly order posted to Discord.25 Jul 2026 · 05:46Open →
- UpdatedSquad Builder — gear by rarityEnter your gear by rarity (White → UR); UR at 5★ counts as Mythic, so the builder scores and places your real gear more accurately.22 Jul 2026 · 18:44Open →
- AddedTech Center Priority toolPick a goal (more damage, survivability, faster growth or economy) and see exactly which research to level next, ranked by bonus per resource and research time from the in-game values.14 Jul 2026 · 18:00Open →
- AddedBuilding Database & more calculatorsPer-level upgrade costs and build times for every building, plus Help Time, Build/Research Time, Plunder Ratio, Drone Skill Chips, Overlord, Survivor, Resource Chests and Weapon Shards calculators.30 May 2026Open →
- AddedResearch calculatorsThe Research Calculator (every Tech Center tree in one tool) and the Unit X (T10) Research Calculator, with all calculators reorganised into a single grouped hub.30 May 2026Open →