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Schedule Preparation Phase Begins: 2026-03-15 08:00 GMT Battle Phase Begins: 2026-03-16 08:00 GMT Rewards Distributed: 2026-03-21 08:00 GMT This Week's Restrictions & Special Rule Elements Allowed: No Holy Hero Rarities Allowed: or lower Troop Rarities Allowed: or lower Special Rule: Buff Booster Each buffs adds an attack multiplier! Buff Booster adds a *stackable* 20% attack buff to each hero for each active buff on that hero. Using heroes with special skills that grant buffs or multiple buffs can lead to very high attack boosts. These buffs stack with each other *and* normal attack buffs. History => Most Recent Occurrence of This Format: Raid Tournament 321 Defenders of the top 10 finishers:
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Credit by PlayForFun Lunar New YearBrawl Event Rules Heroes of Fortune Dance, Lunar New Year, Journey and Kingdom families receive various benefints in Raid Brawl: Increased attack, defense, heath and mana generation. More max health reduced with crititcal hits. Immunity to mana reductions. Immunity to status ailments that affect mana generation. Immunity to status ailments that prevent the use of Special Skills. Immunity to all damave over time status ailments. Raid Brawl Chest Win 100 Raids during this Brawl Event to collect amazing rewards ! Wins in Tournaments and Hero League are also counted. You can collect on chest per event. In Lunar New Year Brawl the Lunar Year heroes get +80% stat boost.
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Schedule Preparation Phase Begins: 2026-03-08 08:00 GMT Battle Phase Begins: 2026-03-09 08:00 GMT Rewards Distributed: 2026-03-15 08:00 GMT This Week's Restrictions & Special Rule Elements Allowed: - All Elements Hero Rarities Allowed: or lower Troop Rarities Allowed: or lower Special Rule: Bloody Battle Health Boost, Direct Healing, Heal Over Time, revival, and similar effects have no effect! History => Most Recent Occurrence of This Format: Raid Tournament 320 Defenders of the top 10 finishers:
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Schedule Preparation Phase Begins: 2026-03-08 08:00 GMT Battle Phase Begins: 2026-03-09 08:00 GMT Rewards Distributed: 2026-03-15 08:00 GMT This Week's Restrictions & Special Rule Elements Allowed: - No Dark Dragon Rarities Allowed: or lower Special Rule: Rush Attack All Special Skills are set to Very Fast! History => Most Recent Occurrence of This Format: Dragon Raid Tournament: N/A Defenders of the top 10 finishers: N/A
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Schedule Preparation Phase Begins: 2026-03-01 08:00 GMT Battle Phase Begins: 2026-03-02 08:00 GMT Rewards Distributed: 2026-03-07 08:00 GMT This Week's Restrictions & Special Rule Elements Allowed: No Ice Hero Rarities Allowed: or lower Troop Rarities Allowed: or lower Special Rule: Rush Attack All Special Skills are set to Very Fast! History => Most Recent Occurrence of This Format: Raid Tournament 319 Defenders of the top 10 finishers:
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Schedule Preparation Phase Begins: 2026-02-22 08:00 GMT Battle Phase Begins: 2026-02-23 08:00 GMT Rewards Distributed: 2026-02-28 08:00 GMT This Week's Restrictions & Special Rule Elements Allowed: No Dark Hero Rarities Allowed: or lower Troop Rarities Allowed: or lower Special Rule: Buff Booster Each buffs adds an attack multiplier! Buff Booster adds a *stackable* 20% attack buff to each hero for each active buff on that hero. Using heroes with special skills that grant buffs or multiple buffs can lead to very high attack boosts. These buffs stack with each other *and* normal attack buffs. History => Most Recent Occurrence of This Format: Raid Tournament 318 Defenders of the top 10 finishers:
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Schedule Preparation Phase Begins: 2026-02-22 08:00 GMT Battle Phase Begins: 2026-02-23 08:00 GMT Rewards Distributed: 2026-02-28 08:00 GMT This Week's Restrictions & Special Rule Elements Allowed: - No nature Dragon Rarities Allowed: or lower Special Rule: Bloody Battle Health Boost, Direct Healing, Heal Over Time, revival, and similar effects have no effect! History => Most Recent Occurrence of This Format: Dragon Raid Tournament: N/A Defenders of the top 10 finishers: N/A
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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.
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Credit by PlayForFun This a weekly competition running on weekdays among players, where you can perform maximum 5 Raids with specific restrictions, which uses a special energy. 1. Overall Process for the Tournament Raid Tournaments have 3 phases: Preparation Phase that lasts for 24 hours. During the preparation phase you join the up coming Tournament and prepare your defense team. You can only use defense teams that match the event rules. Battle Phase that lasts for five days. The Battle Phase is divided to Five Battle Days where you have five attacks available for each Battle Day. You can only use attack teams that match the event rules. Reward Phase that lasts two days. Your final score will determine your reward tier. You get rewards only from the highest reward tier that you belong to. 2. How Attacking Works Other than restrictions on heroes/troops and Special Rules, the Raids themselves in Weekly Raid Tournaments work the same way as regular Raids. Each day, you'll be able to attack up to 5 teams. The flags used for Raid Tournaments are separate from regular Raid flags. NOTE: Kills in Raid Tournaments count toward your Wanted: Heroes Raid Chest, so Raid Tournaments also effectively give you extra flags to potentially help fill your chest. One notable difference to Regular Raids — you can’t reroll. For the whole of the Tournament, you have 4 "Lives." Each time you lose a Raid, you lose one life. The lives do not reset across days of the Tournament. Once you'd lost 4 times at any point during the Tournament, you are out. If you choose, you can pay some gems to reset your lives after 4 losses — but your score and ranking would still be lowered because of the losses. Paying to reset your lives does NOT give you an advantage from the Raids you've already fought. It simply allows you to continue using your normal 5 flags per day and not be "out" of the Tournament. There is no way to buy additional flags. So everyone ultimately had the same number of maximum flags to use for attacks during the Tournament. The only thing gems allow you to do is continue playing if you've used up all of your lives. 3. Matchmaking for Attacks As of the Third Raid Tournament, initial matchmaking was based on your Top 5 strongest heroes that qualified for the Tournament's rarity and elemental restrictions. This was slightly amended as of the Fourth Raid Tournament: > The difficulty of the opponents reduced slightly in the beginning of tournaments. 4. Matchmaking for Defense As of the Sixth Raid Tournament, matchmaking for Defense teams was changed again: Further improvements to the distribution of attacks, especially for the top players. Keep in mind that if you're in the top, your defense team will receive more attacks. This is due to the fact that there is a small number of top defense teams that are good matches for a large number of top attackers. We try to prioritize choosing a good opponent over choosing a too easy or too difficult opponent that hasn't been attacked as much. We have also implemented a limit on how attacks count towards your Defense Grade. After the first five attacks of the day, only one attack per hour counts towards the grade. Changes to the starting difficulty of opponents your defense team faces. It is no longer based on the defense team you pick, but your best heroes that match the tournament requirements. We've brought this rule back because we want to encourage players to choose the best defense team they can, and thus provide a better challenge to their opponents. Due to the way the Team Power is calculated it was possible, for example, to pick a defense team of two fully leveled, fully ascended heroes that were on paper equal in Team Power with a full team of lower rarity heroes, but in practice that full team would be defeated in most cases. 5. Scoring Raid Tournaments are scored based on four factors: Enemies killed: The amount of enemies killed during your attack. Winning: Victorious attack will award extra points. Difficulty Bonus: Winning the attack will award points based on comparing the performance of the opponent’s defense team with the performance of your attacks. Defense Team Grade: Your defense team will receive points in the end of each Battle Day based on their performance. 6. Defense Team Grade The grades are assigned based on a percentage of wins by your Defense Team: The Defense Grade is determined based on the win percentage of your Defense Team. At the end of each Battle Day, you receive points based on your grade. | Percent Won | Grade | Points | | 60% | A | 900 | | 50% | B | 650 | | 40% | C | 500 | | 30% | D | 400 | | 0% | E | 200 | Log of past tournaments
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Winter BrawlEvent Rules Heroes of Winter family have increased attack, defense, heath and mana generation. Heroes of Winter family resist frost damage. Heroes of Winter family resist Fiends. Heroes of Winter family resist mana reduction. Heroes of Winter family resist status ailments that affect mana generation or prevent the use of Special Skills. In Winter Brawl heroes get +30% stat boost Raid Brawl Chest Win 100 Raids during this Brawl Event to collect amazing rewards ! Wins in Tournaments and Hero League are also counted. You can collect one chest per event. Credit by PlayForFun
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Valentines Brawl Event Rules Heroes of Cupid family have increased attack, defense, heath and mana generation. Heroes of Cupid family are immune to status ailments that affect healing. Heroes of Cupid family reduce more max health with critical hits. Heroes of Cupid family are immune to mana reductions. Heroes of Cupid family are immune to status ailments that affect mana generation. Raid Brawl Chest Win 100 Raids during this Brawl Event to collect amazing rewards ! Wins in Tournaments and Hero League are also counted. You can collect on chest per event. In Valentines Brawl the Cupid heroes get +30% stat boost. Credit by PlayForFun
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Credit by PlayForFun Purpose Purpose of this thread is to provide {fairly} comprehensive information regarding the new feature titled the "War of Three Kingdoms" Schedule General Timeline: Sign-up Phase -- 1 day Preparation Phase -- 1 day Battle Phase -- 2 days Rewards -- 2hrs after end of Battle Phase General Information War of Three Kingdoms is in essence a MEGA alliance war type event! Players must be >Lvl 20 in order to participate. If you choose to sign-up to the event, you are sorted into randomly match-made "Warbands" consisting of 100 total players, each warband is attached to one of 3 Kingdoms (Shu, Wei or Wu) In the Preparation Phase, you set your "skirmish defence" During the battle phase, two opposing warbands will "skirmish" with each other in a 100v100 "alliance war" Pretty much all of the Battle Phase works the same as in Alliance Wars. Each hero can be used 1x time; you get 12 energy total (6 at start & 6 after half-time) which you use to attack opposing teams. Each battle gives you 2 Red Lucky Coins **if you do not Flee**, and 100 of them can be used as a free pull in Red Lucky Summon. At the conclusion of the "Battle Phase", alllll the points are tallied up and players are given four sets of loot: Individual performance (vs. other members of your warband) Outcome of the Skirmish (win or lose) The performance of your warband vs. other warbands in the kingdom Overall Kingdom performance Kingdoms As above, each warband belongs to one of 3 kingdoms: Shu, Wei or Wu. The kingdom has no major part in the event beyond assigning your colours/crest. At the end of the event, you will recieve some extra loot based on the total points of each kingdom (1st, 2nd and 3rd). A kingdom is awarded +1 point for each winning warband. Warbands Alrighty, so warbands are what SGG call the two "alliances". Every player who signs up is sorted into a warband with 99 other players (100 total). Each warband belongs to a Kingdom; either Shu, Wei or Wu. Players are randomly allocated to a warband. It's unclear if players will be sorted according to their roster strength/depth or if that will only be accounted for when matching two warbands together for skrimishing. Roster strength is accounted for in matchmaking Skrimishing As above, skirmishing is the battle phase of the Event. And really? It's just like in Alliance wars haha... Can preview the battlefield, both yours and enemies. Have 12 flags total to use during the War of Three Kingdoms, 3 at the start of Battle Phase & other 3 extra every 12 hours . Each used flag will grant you 2 Red Lucky Coins if you do not Flee, which can be used in Red Lucky Summon if you collect 100 of them. Tap on a specific enemy to get more information or attack them Hitting "attack" takes you to the "Team Building" screen As with alliance wars, each hero can be used 1x time only. A killed team will revive after 6 hours. Then 8, then 10 etc... for each successive time they are killed. Killing every team on the battlefield will automatically respawn all the teams (same as in Alliance Wars). Points & Scoring! There are two sets of points awarded for your flags: War Points -- determine your personal performance & the outcome of the skirmish Warband Points -- determines the performance of your warband w.r.t other warbands of your kingdom. Then there are Kingdom Points which determine the victorious kingdom in the war of 3 kingdoms. War Points War Points for killing an opponent are, like in wars, split into base points and bonus points for killing the team. What is different is that the Base Points and Bonus Points are equal. You can view a teams "war points" by tapping on them and hitting the "info" button; as is the case in Alliance Wars. Scoring is the same in AW's. When you complete a fight, you get: Full Points for a clean One Shot kill Partial Points (from the "base points") for a failed kill Remaining base-points and the "bonus points" for a clean-up flag. War Points are used to determine the outcome of the skirmish. The War Points a defence team is worth is, like in AWs, is based on the net HP of that defence team compared to the net HP of the Warband as a whole. Warband Points Warband Points are what is used to rank the warbands of a kingdom {for the 3rd set of loots} Warband points are calculated as: Warband Points = War Points * Team Power So a defence worth 50 War Points and having a Team Power of 5,000 will give 250,000 warband points. Comparatively an opponent worth 50 War Points and a Team Power of 4,000 will be worth 200,000 warband points. Skirmish Outcome & Kingdom Points As above, the outcome (win/ draw/ loss) of a skirmish between two warbands is determined by the sum of the "war points" over the 600 flags. Each skirmish victory gives +1 kingdom points. The kingdom in the end with the most Kingdom Points is declared the winner of the War of 3 Kingdoms. War Band Chat One point of difference between AW and the W3K is that the War of Three Kingdoms has it's own unique chat within your Warband. This chat however can ONLY be accessed from the "battlefield" screen. It appears as a chat box, same as in normal wars, and can be expanded to view the history and such... Summoning Appearance Rates Apperance Rates Rare Classic Hero: 56.8% Epic Classic Hero: 20.8% Three Kingdom Heroes Rare Three Kingdoms Hero: 14.2% Epic Three Kingdoms Hero: 5.7% Legendary Three Kingdoms Hero (non featured): 1.5 Legendary Featured Three Kingdoms Hero: 1.0% BONUS DRAW Legendary Hero of the Month: 1.3% 3 Kingdoms Bonus Chest Summon 5 Times to open a 3 Kingdoms Bonus Chest! The chest may contain following items: Class Emblems Food Bundles Master Trainer Heroes Limit Break Materials Your progress towards the next chest will carry over to the next 3 Kingdoms summon event if you still have chests in stock. Chest in stock: 25 Summon Costs The Summon Costs for Three Kingdoms Summon: Single Summon: 100 Three Kingdom Coins or 350 Gems Summon x10: 3000 Gems Summon x30: 8400 Gems War Rule: Rising Fury Heroes in your attack team receive a stats bonus of +5% attack and +5% defense Each attack you conduct in this War adds an additional +5% attack and +5% defense You heroes get this +5% attack and 5% defense during your first attack, which is increasing with 5% after each fight. So if you use all flags, then this effect will be increased to +60% attack and +60% defense in your last flag usage. Red Lucky Summon This is Summon is openable from the 3 Kingdom Summon. You can make Red Lucky Summons by playing 3KW evens and collecting Available heroes: Guan Yu + costume, Xie Zi Jing, Sha Wujing, Queen Guowang, Xiong Shanjun Erlang Shen, Sun Quan + costume, Nine-Headed Beast, Zhang Fei + costume, Tang Shanzang Each of the above Heroes has equal odds of being summoned. The selection fo available Heroes may change the next time this event returns. Red Lucky Coins Each battle fought during a 3KW event grants 2 Coins You can use 100 Coins to obtain a guaranteed Legendary Kingdom or Journey Hero from a special summon pool.
