This thread is about Alliance Wars (Parameters, specific features, gameplay, tips…)
Table of Contents
I. Basics of Alliance Wars
II. Participation Conditions and Requirements
III. War Schedule
IV. War Phases : Matchmaking
V. War Phases : Preparation Phase
VI. War Phases : Battle Phase
VII. Advanced Warfare : Mechanical War Support
VIII. War Playlist
I. Basics of Alliance Wars
Alliance Wars are direct competitions between teams (Alliances). The battle principle is similar to regular Raids, but you use a specific War Energy unique to this mode.
Rewards
All participants, whether they win or lose, receive points. These points are accumulated and stored in a War Chest, which you open once it is full.
II. Participation Conditions and Requirements
To take part in an Alliance War, you must meet these conditions:
Alliance Membership
Player Level: Reach or exceed level 12.
Hero Roster: Own at least 30 heroes.
Participation Declaration: Confirm your participation during the Matchmaking Period.
III. War Schedule
The Alliance War cycle takes place twice a week:
From Wednesday to Thursday.
From Saturday to Sunday.
Note: The war start time may vary depending on the alliance size.
Specific support wars take place. The alternation occurs every 2 wars. The current rotation is:
Credit BirksG
IV. War Phases : Matchmaking
The Matchmaking Period begins 24 hours before the official start of the war.
This is the only window to confirm your participation.
Participation Criteria
Opponents are automatically matched based on Alliance Strength.
ALLIANCE STRENGTH CALCULATION
It is determined by the War Score, which is based on the strength of the top 30 heroes and the army power of participating members, as well as historical performance.
MINIMUM ALLIANCE SCORE
An alliance with an aggregate score below 3250 is ineligible to participate.
ALLIANCE OPT-OUT OPTION
Alliance Leaders can opt out of the war for the entire alliance. If they do, individual members can still choose to join.
INDIVIDUEL PARTICIPATION
A countdown shows when matchmaking begins. You must check yourself in before this countdown to take part in the war.
You can toggle your participation after matchmaking without affecting the current war. Your choice will apply to the next one.
NUMERICAL UMBALANCE
Discrepancies have been observed between the total number of opposing members during encounters. These disparities may arise from various factors.
Participant Management
Enabling or disabling a player’s participation during the “Searching for Opponent” process in matchmaking can cause a numerical imbalance.
War Score Fairness
Significant differences in alliance war scores can also affect team size.
The alliance with the higher overall score may have fewer members, resulting in a reduction of six potential strikes during the confrontation.
V. War Phases : Preparation Phase (24 Hours)
Each player registered for war is displayed with a small blue tag (Our alliance) or red tag (opposing alliance) showing:
Player Name
Status – Indicated by a green (Online) or red dot (Offline)
Team Power – Indicates the team’s total strength (heros, troops, support dragons)
Defence heroes – The five defence heroes are displayed. If a hero is killed, they appear with a skull.
Hero Health – The green bar above the hero displays their current Health (HP).
War Energy – Represented by an orange flag.
1. PLAYER POSITIONING
During the preparation phase, each member’s position on the battlefield may change randomly with each new login.
Despite this randomness, a member’s rank change (promotion or demotion) forces an automatic position adjustment.
LEADERSHIP PLACEMENT
The Alliance Leader is always placed in the center, front row.
Co-leaders stand next to the Leader in the front row or are distributed on subsequent rows if numerous.
Once the attack phase begins, positions are locked.
The only exception allowing position changes after the war begins is a change in rank.
TARGET IDENTIFICATION TOOLS
Reading grids are available for mapping target positions with different reading layouts.
These tools can be essential for developing attack strategies, coordination, and tactical communication within the Alliance.
2. SETTING UP THE DEFENSE TEAM
Each player must specifically compose a Defense Team of five heroes for Alliance War by clicking the “Edit” button below their defense.
The “Info” button allows viewing a full defense setup (including troops and hero cards).
The defense is paramount. The Tank hero (in the center) is one of the keys. Choose it wisely (based on its color, its type, or its skills). Alliance strategies regarding the defensive composition are often encountered.
BY DEFAULT
If no action is taken, the heroes and troops from the previous war are automatically reused. If no defense heroes were ever set, it may appear grayed out until the player takes action.
MODIFICATION RESTRICTION
Once the war begins, the defense team composition cannot be changed.
Any upgrades to heroes or troops during the war have no effect on the ongoing war’s results.
TEMPORARY EXIT FROM ALLIANCE
You may leave the Alliance, but it is risky.
When you leave, even temporarily, your name in the defense will be replaced with “[Ex-member]”.
If you leave while checked in for a war, you’ll receive a message showing the deadline to return and still participate.
If you don’t return in time, you’ll remain marked as “[Ex-member]” and won’t be able to use your flags in that war.
Even if you return on time, a bug may still prevent participation.
Leaving the alliance after the battle starts means your remaining flags will be lost to your Alliance.
VI. War Phases : Battle Phase (24 Hours)
1. GENERALITIES
Battles can be launched at any time during the war using available War Energy.
FLAGS
Each participating player receives six (6) attack flags (attempts).
Initial Flags: Three (3) available at battle start.
Increment: The remaining three (3) are added 12 hours later.
USAGE LIMITATIONS
Each hero can only be used in one battle per war.
A total of 30 heroes is required to maximize the six war battles (5 heroes × 6 battles = 30 heroes minimum).
No battle items can be used.
RESURRECTION
Defeated defenses revive after a set time.
A defeated opponent revives after 6 hours; after a second defeat, revival takes 8 hours, with an additional 2 hours per subsequent revival.
If the entire enemy defense team is defeated (total wipeout), the opposing team is instantly and fully revived regardless of the delay.
BATTLE TIME LIMIT
Like raids, battle duration cannot exceed 10 minutes. A countdown is shown during the final 5 minutes. Damage increases each turn.
ATTACKING
When you press “Attack” on an enemy position, that target is temporarily reserved. During this time, it cannot be selected by other teammates.
Note: If you exceed the setup time for your offensive team, the target reservation is released automatically. You must press “Attack” again to secure it.
You can simulate your attack team setup without reserving and blocking a target via the configuration icon (gear) in the upper left corner.
ATTACK VOCABULARY
The vocabulary used during the attacks are generally:
OS (One shot): Action of attacking and defeating a target using a single war energy flag. This is the most sought-after action and the most rewarding in points.
FAIL: Action of attacking without being able to defeat a target using a single energy flag.
FINISH: Action of attacking a target that has been partially defeated.
2. SCORING SYSTEM
DEFENSE POINT DISTRIBUTION
The war board totals 1,500 points, distributed among defenses based on their total HP (including heroes and troops).
Example: For an alliance of 30 participating members (“checked in”) with identical HP defenses, each defense would be worth 50 points (1,500 ÷ 30).
If fewer than 30 participants, points are still distributed among existing defenses to reach a total of 1,500.
COMBAT POINTS ALLOCATION
Points are granted based on attack performance and inflicted damage.
Points are earned for each hero killed or significantly damaged, as well as for full target elimination.
It is possible to consult the war log showing the detail of the points acquired by the 2 alliances.
ATTACK HYSTORY : Allows you to view the details of the attacks
TOP ATTACKERS : Allows you to view each player's ranking based on individual points obtained in attack.
DETERMINING THE WINNER
The alliance with the highest score after 24 hours wins.
The score remains unchanged even if members leave mid-war.
Victory or defeat grants points to the War Chest as follows:
- Victory: 5 points per war
- Draw: 3 points
- Defeat: 1 point per war
WAR TREASURE CHEST
Accumulating 25 points across multiple wars guarantees a War Treasure Chest reward.
Example: 5 victories or 25 defeats ensure a reward.
The Alliance War Chest now calculates participation based on a maximum of 25 points, regardless of excess points from the final war. Surplus points carry over to the next chest. *(New rule effective 11/03/25)*
At least 80% participation in the War Chest guarantees 2 Alpha Aethers as a reward upon opening.
Additional rewards include ascension items, emblems, tomes, aethers, coins, etc.
Warning: Your participation level will reset if you leave your alliance and take part in the war of another Alliance.
VII. Advanced War : Mechanics War Support
The War mode includes a feature called War Support, which automatically applies reinforcements to teams during defensive battles.
The war support rotation changes periodically. It alternates every 2 wars following the current rotation:
Effect: Grants all heroes a chance to become “Lucky,” allowing them to activate their Special Skill twice consecutively.
Chance: 35% for attackers, 25% for defenders.
Find special video war guides by content creators: [War Playlist]
Effect : Disables all healing, revival, and similar effects.
Find special video war guides by content creators: [War Playlist]
Effect: Both alliances’ defenders gain Arrow Barrage Support, inflicting 25% damage to all attacking heroes based on their current HP.
Activation: Depends on the number of remaining defenders:
5 heroes: 7 turns
4 heroes: 6 turns
3 heroes: 5 turns
2 heroes: 4 turns
1 hero: 3 turns
Find special video war guides by content creators: [War Playlist]
Effect: Removes all status effects and stacks from all heroes. (Growth and Wilting effects are not removed.)
Activation: Every 3 turns.
Find special video war guides by content creators: [War Playlist]
Effect: Supports defenders of both alliances. All defender heroes receive +10% attack upon activation, increasing with each subsequent trigger.
This effect cannot be dispelled.
Activation: Every 6 turns.
Find special video war guides by content creators: [War Playlist]
Effect: Inflicts 20 Insanity on all enemies and 10 on all allies.
Insanity Mechanism: Increases the chance of special skill targeting inversion. Insanity is reduced by 10 when healed by a direct Special Skill. After activation, Insanity resets to 0.
Activation: Every 5 turns.
Find special video war guides by content creators: [War Playlist]
Effect: Sets all heroes Mana Speed to Very Fast.
Fast speed corresponds to 6.5 tiles.
Charge-based heroes (Ninjas, Magic, Styx, etc.) will charge more slowly. Use them carefully.
1 charge: 6.5 tiles
2 charges: 13 tiles
3 charges: 19.5 tiles
Find special video war guides by content creators: [War Playlist]
Effect: Supports all heroes by summoning a Skeleton Minion that inherits 10% attack and 10% HP from its owner.
Activation: Every 5 turns.
Find special video war guides by content creators: [War Playlist]
Effect: Activates Assist Dragons for all teams. Each dragon can be used once per attack.
Skyfire Specifics
Attacking Assist Dragons
Stronger than their defensive counterparts.
Gain cumulative +10% bonuses to Spirit, Damage, and Healing with each use.
Mana is gained when matching shields of the respective element.
Defending Assist Dragons
Gain small amounts of mana each turn and when heroes of the same element are hit.
Find special video war guides by content creators: [War Playlist]
Find general and specific information about the game by going to the settings in the top left corner.
Zanémarossi
This thread is about Alliance Wars (Parameters, specific features, gameplay, tips…)
Table of Contents
I. Basics of Alliance Wars
II. Participation Conditions and Requirements
III. War Schedule
IV. War Phases : Matchmaking
V. War Phases : Preparation Phase
VI. War Phases : Battle Phase
VII. Advanced Warfare : Mechanical War Support
VIII. War Playlist
Alliance Wars are direct competitions between teams (Alliances). The battle principle is similar to regular Raids, but you use a specific War Energy unique to this mode.
All participants, whether they win or lose, receive points. These points are accumulated and stored in a War Chest, which you open once it is full.
To take part in an Alliance War, you must meet these conditions:
The Alliance War cycle takes place twice a week:
Note: The war start time may vary depending on the alliance size.
Specific support wars take place. The alternation occurs every 2 wars. The current rotation is:
Credit BirksG
The Matchmaking Period begins 24 hours before the official start of the war.
This is the only window to confirm your participation.
Participation Criteria
Opponents are automatically matched based on Alliance Strength.
It is determined by the War Score, which is based on the strength of the top 30 heroes and the army power of participating members, as well as historical performance.
An alliance with an aggregate score below 3250 is ineligible to participate.
Alliance Leaders can opt out of the war for the entire alliance. If they do, individual members can still choose to join.
A countdown shows when matchmaking begins. You must check yourself in before this countdown to take part in the war.
You can toggle your participation after matchmaking without affecting the current war. Your choice will apply to the next one.
Discrepancies have been observed between the total number of opposing members during encounters. These disparities may arise from various factors.
Participant Management
Enabling or disabling a player’s participation during the “Searching for Opponent” process in matchmaking can cause a numerical imbalance.
War Score Fairness
Significant differences in alliance war scores can also affect team size.
The alliance with the higher overall score may have fewer members, resulting in a reduction of six potential strikes during the confrontation.
Each player registered for war is displayed with a small blue tag (Our alliance) or red tag (opposing alliance) showing:
1. PLAYER POSITIONING
During the preparation phase, each member’s position on the battlefield may change randomly with each new login.
Despite this randomness, a member’s rank change (promotion or demotion) forces an automatic position adjustment.
Once the attack phase begins, positions are locked.
The only exception allowing position changes after the war begins is a change in rank.
Reading grids are available for mapping target positions with different reading layouts.
These tools can be essential for developing attack strategies, coordination, and tactical communication within the Alliance.
2. SETTING UP THE DEFENSE TEAM
Each player must specifically compose a Defense Team of five heroes for Alliance War by clicking the “Edit” button below their defense.
The “Info” button allows viewing a full defense setup (including troops and hero cards).
The defense is paramount. The Tank hero (in the center) is one of the keys. Choose it wisely (based on its color, its type, or its skills). Alliance strategies regarding the defensive composition are often encountered.
If no action is taken, the heroes and troops from the previous war are automatically reused. If no defense heroes were ever set, it may appear grayed out until the player takes action.
Once the war begins, the defense team composition cannot be changed.
Any upgrades to heroes or troops during the war have no effect on the ongoing war’s results.
When you leave, even temporarily, your name in the defense will be replaced with “[Ex-member]”.
If you leave while checked in for a war, you’ll receive a message showing the deadline to return and still participate.
If you don’t return in time, you’ll remain marked as “[Ex-member]” and won’t be able to use your flags in that war.
Even if you return on time, a bug may still prevent participation.
Leaving the alliance after the battle starts means your remaining flags will be lost to your Alliance.
1. GENERALITIES
Battles can be launched at any time during the war using available War Energy.
Each participating player receives six (6) attack flags (attempts).
Each hero can only be used in one battle per war.
A total of 30 heroes is required to maximize the six war battles (5 heroes × 6 battles = 30 heroes minimum).
No battle items can be used.
Defeated defenses revive after a set time.
A defeated opponent revives after 6 hours; after a second defeat, revival takes 8 hours, with an additional 2 hours per subsequent revival.
If the entire enemy defense team is defeated (total wipeout), the opposing team is instantly and fully revived regardless of the delay.
Like raids, battle duration cannot exceed 10 minutes. A countdown is shown during the final 5 minutes. Damage increases each turn.
When you press “Attack” on an enemy position, that target is temporarily reserved. During this time, it cannot be selected by other teammates.
Note: If you exceed the setup time for your offensive team, the target reservation is released automatically. You must press “Attack” again to secure it.
You can simulate your attack team setup without reserving and blocking a target via the configuration icon (gear) in the upper left corner.
The vocabulary used during the attacks are generally:
2. SCORING SYSTEM
The war board totals 1,500 points, distributed among defenses based on their total HP (including heroes and troops).
Example: For an alliance of 30 participating members (“checked in”) with identical HP defenses, each defense would be worth 50 points (1,500 ÷ 30).
If fewer than 30 participants, points are still distributed among existing defenses to reach a total of 1,500.
Points are granted based on attack performance and inflicted damage.
Points are earned for each hero killed or significantly damaged, as well as for full target elimination.
It is possible to consult the war log showing the detail of the points acquired by the 2 alliances.
The alliance with the highest score after 24 hours wins.
The score remains unchanged even if members leave mid-war.
Victory or defeat grants points to the War Chest as follows:
- Victory: 5 points per war
- Draw: 3 points
- Defeat: 1 point per war
Accumulating 25 points across multiple wars guarantees a War Treasure Chest reward.
Example: 5 victories or 25 defeats ensure a reward.
The Alliance War Chest now calculates participation based on a maximum of 25 points, regardless of excess points from the final war. Surplus points carry over to the next chest. *(New rule effective 11/03/25)*
At least 80% participation in the War Chest guarantees 2 Alpha Aethers as a reward upon opening.
Additional rewards include ascension items, emblems, tomes, aethers, coins, etc.
Warning: Your participation level will reset if you leave your alliance and take part in the war of another Alliance.
The War mode includes a feature called War Support, which automatically applies reinforcements to teams during defensive battles.
The war support rotation changes periodically. It alternates every 2 wars following the current rotation:
This effect cannot be dispelled.
Fast speed corresponds to 6.5 tiles.
Charge-based heroes (Ninjas, Magic, Styx, etc.) will charge more slowly. Use them carefully.
1 charge: 6.5 tiles
2 charges: 13 tiles
3 charges: 19.5 tiles
Skyfire Specifics
Stronger than their defensive counterparts.
Gain cumulative +10% bonuses to Spirit, Damage, and Healing with each use.
Mana is gained when matching shields of the respective element.
Gain small amounts of mana each turn and when heroes of the same element are hit.
Find general and specific information about the game by going to the settings in the top left corner.
Edited by Zanémarossi (see edit history)Link to comment
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