WEEK 1 · Season II live · 48-day seasonDAY 3 +12h Level 1 cities open — expand sideways
Last War: Survival · Field Guide
Season IIPolar World
Season II is a cold-economy war. Your alliance is scored on the total Rare Soil it accumulates across the whole season — every hour you hold a city or a Digging Stronghold adds to that total, and it keeps counting even if you lose the territory later. That one rule changes every decision you make. Capture early, capture often, and defend what produces.
6 + 4Cities and Digging Strongholds one alliance can hold
The one rule that changes everything
Your alliance is scored on the total Rare Soil it accumulates across the whole season — not on what it holds at the end. Every hour a city or Digging Stronghold produces for you is banked permanently, even if you lose that territory later. Capture early. The alliance that takes two Level 1 cities on Day 3 is already ahead of the one waiting for something better.
Fast answers
Four situations you will hit first
My base is freezing
Below -20°C a five-minute countdown starts. When it ends your base freezes: no advanced relocation, no rallies. Alliance and random teleport still work.
Turn the High-heat Furnace on. Switch to Overdrive if the furnace alone isn't enough — Overdrive burns four times the coal, so turn it off after.
Ask allies for a Recon Plane. Each one is +2°C and costs the sender 100 Coal.
Relocate into Alliance Furnace range, or into a captured city — a captured city's territory sits at -10°C.
To thaw: hold above -20°C for five unbroken minutes. Any dip below resets the timer. Allies can also break the ice — five hits at 5 stamina each.
I'm doing no damage to a monster
Read the red line on the monster's card. It shows your Virus Resistance against the requirement, and the exact penalty.
A Level 1 Digging Stronghold is guarded by a Level 10 beast needing 3,500 Virus Resistance. At 450 of 3,500 you deal 99.9% less damage.
Virus Resistance comes from upgrading your High-heat Furnace. The Weekly Pass adds a temporary +250.
The rally leader's Virus Resistance is applied to every member with a lower number. Have your highest-resistance ally lead.
Check your own number in Status Overview.
We're capturing a Digging Stronghold
Kill the guardian beast, then reinforce. First alliance to 100% within four hours wins it.
Match your squad to the beast. Gorilla is Aircraft — hit it with Missile. Bear is Missile — hit it with Tank. Mammoth is Tank — hit it with Aircraft.
The beast may be frozen. Send squads to unfreeze it before you rally.
Highest Virus Resistance member starts the rally. Up to 10 squads reinforce.
Everyone touches it. Reinforcing for two seconds earns the first-capture participation reward.
After capture it holds 36 hours of protection. You can capture two per day and hold four total.
A cold wave is coming
A cold wave is income, not just a threat. A Level 1 Blizzard drops the whole server by -10°C.
Three tasks pay 4,000 Coal each — 12,000 Coal total, for a few minutes of work.
Make one season or Alliance donation.
Warm three allies. That costs you 300 Coal and returns 4,000.
Keep your High-heat Furnace running for 600 seconds.
Claim from the Cold Wave panel's Goals button — there is no red-dot notification.
The 48 days
What unlocks, and what to do about it
Week
Days
What unlocks
Priority
Week 1
Days 1–7
High-heat Furnace. Titanium Alloy Factory 1. Alliance Furnace built. Murphy's exclusive weapon Day 4. Level 1 cities Day 3 +12h, Level 2 Day 6 +12h.
Build the furnace. Take your first Level 1 Digging Stronghold. Expand sideways on Day 3.
Week 2
Days 8–14
Level 3 cities Day 3 +12h, Level 4 Day 6 +12h. Polar Dishes event. Digging Stronghold Clash runs through Day 13.
Factory 2 to Level 15. Feed Snowflake correctly. Claim every cold wave.
Week 3
Days 15–21
Level 5 cities Day 3 +12h, Level 6 Day 6 +12h. Violet UR opens Day 1 (35-day window). Carlie's exclusive weapon Day 4. Faction Awards — Rebels or Gendarmerie.
Get Violet to 5★ and your High-heat Furnace to 30. Position the Alliance Furnace for Week 4.
Week 4
Days 22–28
Rare Soil War begins Day 1. Military Bases unlock at High-heat Furnace 30. Capitol (Level 7) opens Day 7 +12h.
Rounds 1–2. Defend the furnace. Do not group around it.
Weeks 5–8
Days 29–48
Rare Soil War continues twice weekly — 8 rounds total. Nuclear Furnace reactivation in Week 5. Swift's exclusive weapon Week 6 Day 4. Territories lock at the start of Week 8.
Hold the highest-level holdings you can defend. Rare Soil keeps accruing every hour.
What changed from Season 1
Element
Season 1
Season II
Season score
Battle score from cities and fortresses
Total Rare Soil accumulated across the season
Gate stat
Virus Resistance (Season 1)
Virus Resistance again — raised by the High-heat Furnace
New mechanic
Infection spread
Temperature — an active daily layer
Season buildings
Virus Laboratory, Gene Farm
High-heat Furnace, Titanium Alloy Factory, Military Bases
Season resources
Mutation Crystals, Protein
Coal, Titanium Alloy, Rare Soil
UR hero
Mason
Violet
Profession cap
Level 40
Level 70 — and a third profession, Diplomat, appears locked
Cross-server war
Outpost raids
Rare Soil War — faction vs faction, furnace vs furnace
01
Temperature
Keep your base alive and your buffs running
Temperature is the layer underneath everything else this season. It decides your production, your healing, your morale, and whether you can rally at all. Heat sources add together — read your Location tab and the arithmetic is right there.
40°CMaximum buffs
50°CBase catches fire
-20°CFreeze countdown starts
-270°CAbsolute floor
The buff ladder
[V] Read directly from the in-game Base panel.
Base temp
Resource output
Thermal Weapon
Healing speed
Morale
50°C
+100%
+500
+30%
+5%
40°C
+100%
+500
+30%
+5%
30°C
+75%
+400
+20%
+4%
20°C
+50%
+300
+10%
+3%
10°C
+25%
+200
+0%
0
0°C
+0%
+0
+0%
0
-4°C
-2%
+0
+0%
0
-10°C
-5%
+0
+0%
0
Forty and fifty are identical. Buffs stop climbing at 40°C. Anything above that is wasted coal, and at 50°C or above your base enters Burning State and loses durability. Target 40°C and hold it.
Heat sources
[V] All values confirmed on Server 2132. Sources add linearly.
Source
Effect
Notes
Thaw Area Lv.1
-15.0°C
The outer band. It gets colder toward the Capitol, warmer toward the map edges.
High-heat Furnace
Scales with level — Lv.2 reads +6.0°C
Overdrive burns 4× the coal per minute. Turn it off after a cold wave.
Alliance Furnace
+3°C at Lv.1, up to +12.5°C at Lv.20
Overdrive doubles it. Only heats bases inside its radius.
Tower of Victory
Lv.1 +3°C · Lv.2 +4°C · Lv.3+ +5°C
Stop at Level 3 for heat. Higher levels add combat stats only.
Recon Plane from an ally
+2°C per plane
Costs the sender 100 Coal. Decays quickly — use it as a rescue or a pre-fight boost.
Captured city
Raises the territory to -10°C
Capturing a Digging Stronghold gives no temperature change.
Intense Overdrive (Lv.40 season skill)
+2°C per rank, 3 ranks
Boosts your furnace's Overdrive output.
Nuclear Furnace (Week 5)
+10°C across the whole map
Reactivated through the Week 5 event.
Firebomb (Lv.25 season skill)
+10°C in a 9×9 area for 5 minutes
Used to thaw ground for Supply Collection.
Worked example from a live base: Thaw Area Lv.1 at -15.0, plus High-heat Furnace Lv.2 at +6.0, plus Tower of Victory Lv.3 at +5.0, gives a final -4.0°C.
Freezing
[V]
Below -20°C a five-minute Freezing Soon countdown begins.
When it ends the base is frozen: advanced relocation and rallies are blocked. Alliance and random teleport still work.
To thaw, hold above -20°C for five unbroken minutes. Any dip below -20°C restarts the count.
Allies can break the ice instead — five hits at 5 stamina each.
Your Goals tab tracks Base Non-Frozen Time and Total Frozen Time as season metrics.
Burning
[V]
At 50°C or above, sustained, the base catches fire and loses durability slowly.
A Base Almost on Fire warning state gives you a burn timer to cool down inside.
There is a Disable the Base About to Catch Fire toggle in the Boost Temperature panel. Use it.
The Eternal Frost Castle decoration makes the base immune to burning while held in stock — it does not need to be equipped.
Cold waves
[V]
A Level 1 Blizzard changes the temperature across the entire server by -10°C. Higher levels drop further.
Cold waves are announced in advance with a countdown on the Cold wave incoming panel.
Three tasks pay 4,000 Coal each: one season or Alliance donation, warm three allies, keep the furnace running 600 seconds.
Set the furnace to auto-ignite before a wave. Switch to Overdrive during, and back to normal after.
Claim from the Goals button on the event panel. There is no red-dot notification.
Traps
Raising to 100°C before a siegeThere is no buff above 40°C and no separate siege tier. You burn your own base for nothing. Hold 40°C.
Leaving Overdrive runningFour times the coal per minute. Turn it off the moment the cold wave ends.
Ignoring the cold sideAt -4°C you are already down 2% resource output. At -10°C it is 5%. Cold costs you every hour you tolerate it.
02
Coal & Titanium
How to earn it, and where it goes first
Coal fuels your furnace and builds your factories. Titanium Alloy upgrades your furnace, which is what raises Virus Resistance. Everything in Season II runs through this loop: Coal buys factories, factories make Titanium, Titanium raises the furnace, the furnace unlocks the content that pays more Coal.
50Alliance Furnace donations per day
1,000Coal per donation
10,000Contribution per donation
+720/hTitanium per factory level
Where Coal comes from
[V] and [G]
First-time kills at each level — zombies, Doom Elites and Doom Walkers. This is the big one.
Digging Strongholds produce Coal hourly. A Level 1 gives 2,736/h, a Level 6 gives 3,456/h. Claim from Alliance → Alliance City → Dig Sites → Claim all.
Cold wave tasks — 12,000 Coal per wave across three tasks.
Season quests, Distressed Survivor radar missions, and gate visitors.
Hero's Return Recruitment Tickets saved from Season 1. Use them all at season start.
Polar Dishes — roughly 65,000 Coal for a correctly fed Snowflake meal.
Weekly Pass and Season Battle Pass.
First kills are the engine
[V] This is the most valuable mechanic in the early season.
Rotate rally leadership. Whoever has not yet claimed that level takes the lead.
A low-resistance member can lead with a single weak hero squad while high-resistance allies join and do the damage — they still claim the first-kill reward for a level they could never solo.
Remember the rally leader's Virus Resistance is applied to every lower-resistance member, so leader choice cuts both ways. For a beast kill you want your highest; for a first-kill claim you want whoever needs it.
Kill the highest level you can, every single day.
The radar search panel shows a First time leading to kill reward at every level. A Level 1 Doom Elite alone pays 50 gems, 2 gold badges, 5,000 Titanium Alloy and 30,000 Coal. The reward goes to whoever LEADS the rally.
The Alliance Furnace
[V] and [G]
Rule
Value
Donations per member per day
50
Cost per donation
1,000 Coal
Contribution per donation
10,000
Heat at Level 1
+3°C, +6°C in Overdrive
Heat at Level 20
+12.5°C, +25°C in Overdrive
Levelling
Rises automatically from the Rare Soil your alliance accumulates
Placement
R4/R5 place the build spot on Level 1 land, then members repair it like an outpost
Relocation
R4/R5 only, expensive, and the new spot must be fully built before it can move again
Fifty donations a day, not five. Five is only the daily-quest minimum. Uptime is also tied to alliance season goals, so keep it burning.
Titanium Alloy Factories
[V] and [G]
Each factory unlocks the next when it reaches Level 15. Four total, plus a fifth while the Weekly Pass is active.
Every level adds a flat +720/h regardless of which level you're upgrading to — so always upgrade your LOWEST factory first.
Get all of them to 15, then all to 16, then all to 17. Never run one far ahead.
If your Weekly Pass factory shows a cheaper upgrade cost than the others, upgrade that one.
Maximum level 30, regardless of your HQ level.
Cut your costs before you spend
[G]
Master Craftsman research — building cost reduction.
Alliance tech Veteran Craftsman — its description only mentions food, iron and gold, but it also reduces Coal and Titanium costs. Most alliances skip it for that reason. Don't.
Donating five times and stoppingYou are leaving 45 donations and 450,000 contribution on the table every day.
Upgrading one factory far aheadEvery level is worth the same +720/h. Upgrading your highest factory costs more for identical output.
Hoarding Coal into Week 8Coal left inside the Alliance Furnace at season end is lost. Contribution points are not.
Killing a Doom Walker before the season opensFirst kills only pay season resources once Season II is live. Wait for the start.
03
Digging Strongholds
Capture sequence, beast types, resistance gates
Digging Strongholds are your Coal engine and half your Rare Soil. Your alliance's first territory must be a Level 1 Digging Stronghold — everything else expands outward from it, and territories connect at their corners as well as their edges.
4Maximum you can hold
2Captures per day
36hProtection after capture
4hCapture window
Virus Resistance gates
[V] Level 1 verified on Server 2132 — a Lv.1 stronghold is guarded by a Lv.10 beast requiring 3,500.
Stronghold level
Virus Resistance required
Suggested power
Level 1
3,500
11.8M
Level 2
6,000
14.3M
Level 3
8,000
17.9M
Level 4
9,500
23.0M
Level 5
10,000
25.9M
Level 6
10,500
28.8M
Under the requirement you deal up to 99.9% less damage. The monster's card shows your number against the requirement in red — teach every member to read it before they march. Resistance beats power: a well-resisted 25M squad beats an under-resisted 30M squad.
Know your beast
[G] Pick your alliance's starting position around this.
Beast
Its type
Weak to
Gorilla
Aircraft
Missile Vehicle
Bear
Missile
Tank
Mammoth
Tank
Aircraft
An alliance built on Tank squads should aim its first capture at a Bear.
Capture sequence
[G]
The beast may be frozen. Send squads to unfreeze it before rallying.
Multiple rallies are needed — each hit removes a percentage of its health.
Once the beast dies, reinforce the site. Up to 10 squads.
First alliance to 100% wins it. The window is four hours; fail and it stays with whoever held it.
Captured sites hold 36 hours of protection and spawn Dig Site Guards.
Two captures per day, four held at once. Completing your second capture kicks your squads off any third site you were reinforcing.
Rewards and participation
[V] and [G]
First capture of a Level 1 pays 50 gems and 10,000 Coal, plus 10 Alliance Loot chests distributed by R5 or the Butler.
Production at Level 1: 100/h Rare Soil and 2,736/h Coal. At Level 6: 150/h Rare Soil and 3,456/h Coal.
Participation qualifies on any of three things — joining a rally with a real squad, starting or joining with one weak squad, or reinforcing the site for two seconds.
Nobody should ever miss a first capture. It is nearly free.
Digging Stronghold Clash
[V] 13-day event running from Day 1.
Ranks your alliance on the highest-level Digging Stronghold it captures. Ties break in favour of whoever captured earlier.
Settled daily. Rewards arrive by mail a few minutes after settlement.
Be aware this pulls against the season's cumulative Rare Soil race — the Clash rewards going deep fast, the season rewards holding production early and long. Decide which one your alliance is playing for and say so out loud.
Traps
Capturing then abandoning to 'reset'Protection runs 36 hours from capture and abandoning takes an hour. If you abandon while it's still protected, nobody — including you — can retake it until protection expires.
Rushing a level your resistance can't handle99.9% less damage. You will feed the beast your troops and capture nothing.
Letting one person hold all the reinforcement slotsRotate. Two seconds each earns everybody the participation reward.
04
Cities
Unlock calendar, heating, and Rare Soil production
Cities are the bigger half of your Rare Soil income and the only thing that warms the ground around them. They unlock on a fixed schedule through the City Clash event — you cannot take a level before it opens, no matter how strong you are.
6Maximum cities held
2War declarations per day
1,000/hRare Soil from a Level 6
-10°CCaptured city territory
Unlock calendar
[G] Confirmed live by the City Clash countdown on Day 1.
City level
Opens
Level 1
Week 1, Day 3 +12 hours
Level 2
Week 1, Day 6 +12 hours
Level 3
Week 2, Day 3 +12 hours
Level 4
Week 2, Day 6 +12 hours
Level 5
Week 3, Day 3 +12 hours
Level 6
Week 3, Day 6 +12 hours
Level 7 — the Capitol
Week 4, Day 7 +12 hours
Watch the City Clash countdown rather than a clock time. The four Level 6 cities sit north, east, south and west of the Capitol. The Capitol itself does not count against your six.
Rare Soil production
[G]
City level
Rare Soil per hour
Level 1
350
Level 2
400
Level 3
450
Level 4
800
Level 5
900
Level 6
1,000
Compare that to a Digging Stronghold's 100–150/h and the priority is obvious. Cities carry your season score; strongholds carry your Coal.
Capture rules
[G]
You need an adjacent Digging Stronghold before you can declare on a city. R4/R5 declare.
Two declarations per day, but only one city targeted at a time.
Troops take toxin damage during sieges and a portion of units die outright. Virus Resistance reduces it.
First-time capture pays participants, all members get city rewards, and the alliance gets Loot chests distributed by R5 or the Butler.
After capture the city is protected for roughly six days. Abandoning does not reset that countdown, and you cannot re-declare on a city you abandoned for about five days.
No cross-warzone city captures in Season II.
The Day 3 call
[G] The single most important early decision.
When Level 1 cities open on Day 3, do not push deeper for a higher-level stronghold. Expand sideways. From a well-placed start you should finish Day 3 holding three Level 1 Digging Strongholds and two Level 1 cities. Cities give you Rare Soil income and warm the ground; the extra strongholds give you Coal and a buffer. You are building the infrastructure that lets you hold a Level 3 later, instead of taking one you cannot defend now.
Traps
Chasing a high-level city before your resistance is readyToxin losses are real and a portion of your units die outright regardless of the battle result.
Abandoning a city to repositionRoughly five days before you can declare on it again. That is a week of lost production.
05
Profession Hall
Engineer first, when to switch, and the seasonal column
Start Season II as Engineer. Every season building you need is expensive and Engineer makes them cheaper and faster. Switch to War Leader when the building phase is done and the war phase starts — around Week 3 or 4. The season level cap is 70.
70Season level cap
Lv.20Double Exchange
Lv.25Firebomb
Lv.40Intense Overdrive
Three professions
[V] The Profession Hall shows three.
Engineer — cost reduction, build and research speed, siege durability damage. Run this first.
War Leader — combat, marches, garrison, training speed. Switch for the war phase.
Diplomat — present but locked. Unlock conditions unknown; no guide anywhere documents it yet. We will publish it as soon as we can read it.
Note: 'Warlord' in Rare Soil War means the alliance title held by one player, not this profession.
The seasonal column
[V] Level gates read directly from the tree on Server 2132. These differ from every public calculator.
Level
Skill
What it does
Lv.1
Combat Experience
More profession EXP from world-map monster kills
—
Building Inspiration
More profession EXP from upgrading season buildings
~Lv.15
Winter Wonderland
Cosmetic base skin — you must take it to reach the rest of the chain
Lv.20
Double Exchange
25,000 Coal converts to 50,000 Titanium Alloy
Lv.25
Firebomb
+10°C in a 9×9 area for 5 minutes. Thaws ground for Supply Collection
Lv.30
Professional Insights
An instant chunk of your current level's EXP
Lv.40
Intense Overdrive
+2°C per rank to your furnace's Overdrive, 3 ranks
Lv.45+
Gather for Warmth, Frostbomb, Frost Mine
Warm allies more efficiently; drop cold zones on enemies
The seasonal column is a single linear chain — you cannot skip a skill to reach the one above it, including the cosmetic one. Every point in it refunds at season end, so spend freely down the chain. Prioritise the EXP skills first: they compound into everything else.
Permanent tree priorities
[V] and [G]
Level 35 Resource-Saving, five ranks — up to -5% on construction cost. Max it before you upgrade season buildings.
Level 30 Cooperative Construction and Cooperative Research.
Level 20 Siege Banner — this is the Charge Banner, covered below.
There is no skill called Eco-Friendly Construction. If you have read that elsewhere, it was Resource-Saving under a wrong name.
Charge Banner
[V] Read live from Status Overview.
A banner boosts the Attack of friendly troops within its range by 2%, and it stacks up to five times. Five members dropping banners together is +10% attack for everyone inside the range — not one person's +2%. Coordinate it before a siege or a Rare Soil War push. Most alliances never stack it.
When to switch to War Leader
[G]
Switch when your High-heat Furnace and all Titanium factories are established and your resistance clears your current target.
Profession Change Certificates come from the Luxury Season Battle Pass. Plan for one clean switch.
Switching refunds and resets all your points, so do it deliberately, not mid-week.
Traps
Running War Leader from Day 1No economic backbone. You burn out by Week 4 with nothing built.
Skipping the seasonal column because one skill is cosmeticIt is a linear chain. Winter Wonderland is the toll you pay to reach Double Exchange and Firebomb.
Dropping one Charge Banner and calling it doneIt stacks five times. One banner is a fifth of the available buff.
06
Heroes & Weapons
Violet, the exclusive weapon schedule, squad counters
The squad counter triangle is unchanged: Tank beats Missile, Missile beats Air, Air beats Tank. What changes in Season II is Violet's promotion to UR and three exclusive weapons arriving on a fixed schedule.
W1 D4Murphy's weapon
W3 D4Carlie's weapon
W6 D4Swift's weapon
-5%Violet's monster damage reduction
Violet — read this before you spend
[V] and [G] Both the gains and the costs.
Requires Violet at 5★ plus the Legendary Hero Badge, which comes from the season goal for reaching High-heat Furnace Level 30 — your personal furnace, not the Alliance Furnace.
The promotion event opens Week 3 Day 1 and runs 35 days.
On promotion she resets to 3★ and all her skills reset to Level 1 with a new skill set. Her hero level is kept. Wall of Fame buffs are lost.
Refunded: every skill medal you spent on her, and all Wall of Honor shards — returned as Violet shards.
NOT refunded: the shards you spent taking her to 5★. And re-promoting from 3★ back to 5★ costs double — about 1,600 shards.
Skill medals on an SSR cost about 90% of what a UR costs, so your refund will not restore the same skill levels.
Her season boost: reduces damage taken from monsters by 5%.
This is a reset with a partial refund, not a free upgrade. Plan the shard cost before you start, not after.
Exclusive weapons
[G]
Hero
Battle pass opens
Notes
Murphy
Week 1, Day 4 — 7 days
First of the season
Carlie
Week 3, Day 4 — 7 days
Best defender in the game
Swift
Week 6, Day 4 — 7 days
Backline hunter. Widely rated the strongest of the three
Kimberly, DVA, Tesla
Already available
Shards come from S2 Weapons of Legends using New Era Recruitment Tickets
Each battle pass gives 70 named shards. Activation needs 50 named shards and the hero at 5★. Universal Exclusive Weapon Shards can only LEVEL a weapon after activation — they cannot activate one. Weapons go to Level 30 and raise that hero's skill cap to 40.
Squad counters
[G] Unchanged from Season 1, but resistance now overrides the advantage.
Tank beats Missile. Missile beats Air. Air beats Tank. Roughly 20% either way.
A counter advantage is worthless if you are under the Virus Resistance requirement. Resistance first, matchup second.
Morrison's physical damage bypasses air energy resistance — useful against frozen bosses.
Mason still boosts back-row tank damage against monsters by 25%. Keep him for world boss days.
Season Boost
[V] From the Season Boost panel.
Eternal Frost Castle, held in stock: your base won't burn at high temperature, and a successful attack lowers the enemy base's temperature by 3°C. Liking the base gives a Frost Gift, one per base per commander.
Christmas Hunter, equipped: march speed +10%.
Tower of Victory: +3/+4/+5°C by level, and it unlocks additional burning effects.
Violet: -5% damage taken from monsters.
The Eternal Frost Castle's -3°C on a successful attack is a weapon nobody talks about. Chained attacks can push a defender toward the -20°C freeze line.
Traps
Spending skill medals on purple heroesUnrecoverable, with one exception — Violet, and only because promotion refunds them.
Saving Universal shards to activate a weaponThey cannot activate. You need the hero's named shards.
Spreading gear across squad typesTwo half-geared squads lose to one fully-geared squad every time.
07
Rare Soil War
Factions, stages, the Warlord Missile, defence
From Week 4 the Alliance Furnace stops being a heater and becomes a target. Rare Soil War is faction against faction, twice a week, eight rounds, and it is the only way Rare Soil changes hands. Attackers who win plunder up to 20% of a defender's stock — 30% after the Week 6 Showdown.
Week 4War begins
8Total rounds
12:30War start, server time
100Squads the furnace holds
Factions
[G] Week 3.
Faction Awards opens Monday at reset in Week 3 and the selection phase runs three days.
Two factions — Rebels and Gendarmerie — of exactly four warzones each.
Warzone Presidents choose. If a faction is full, Force Join pushes a random warzone out into the other faction. Twelve-hour cooldown per warzone.
Identities stay hidden unless a President reveals them. Everything goes public on Day 4.
The two strongest warzones are automatically split as faction leaders — they cannot be on the same side.
The weekly cycle
[G] Two rounds per week.
Stage
When
What happens
Waiting
Monday / Thursday, 24h
Rare Soil ranking groups are recorded and visible
Declaration
Tuesday / Friday, 24h
Attacking faction's R4+ declare. Same ranking group only. Up to three alliances per target. Target can be changed until the stage ends
Invitation
Wednesday / Saturday, 12h
If multiple alliances declared on you, invite defence partners from your faction — one fewer than the number of attackers
Preparation
12:00 server, 30 min
War is locked in. The Alliance Furnace can no longer be moved
War
12:30 server, 20–40 min
40 min for even sides. 30 min if defenders are one fewer, with double defence rewards. 20 min if two fewer, with triple
End of war
Until reset
Rewards collected. Plunder split by furnace damage dealt. Ruins auto-rebuild if R4 doesn't
Ranking groups recalculate every round, and only alliances that hold a furnace can be attacked.
The Warlord Missile
[G] Attackers only.
Only the player holding the Warlord title in an attacking alliance can launch it, and only at a point inside the defender's Alliance Furnace range.
Three-minute launch window. The Warlord enters War Fever and their base is revealed to the entire server — anyone, from any warzone, can attack it.
If that base is relocated or breached during those three minutes, the launch fails and goes on a 72-hour cooldown.
On success: every base in a 25×25 area is relocated to a random map position. Shields are not broken, but bases and the furnace take durability damage.
The blast zone becomes Contaminated Land for one hour. No shields can be raised inside it, and those bases can be attacked on Wednesday as well as Saturday.
Each attacking alliance gets its own missile.
Defending the furnace
[G] and field-tested.
Do not group around the furnace. The missile will scatter everyone at once. Stay several base-widths clear.
If a missile is inbound, teleport out of the red zone before the countdown ends.
Set the alliance assembly point near the furnace but outside the blast radius so scattered members can come back fast.
The furnace holds 100 squads — one per base.
Warm each other while garrisoning. It heals faster and lifts morale.
Wednesday: only bases inside contaminated land can be attacked. Saturday: any base, anywhere.
Scoring
[G] and [V]
Your alliance is ranked on total Rare Soil accumulated across the season, not what you hold at the end.
Winning attackers plunder up to 20% of the defender's stock — 30% from Week 6. Defence partners lose nothing.
Multiple attackers split the plunder by how much furnace durability each one removed.
Eight reward tiers by final rank: 1st, 2nd–3rd, 4th–10th, 11th–20th, 21st–50th, 51st–80th, 81st–120th, 121st–999th.
Faction rewards require your High-heat Furnace at Level 20 or above.
Territories lock at the start of Week 8.
Traps
Grouping the hive tight around the furnaceOne missile scatters your entire defence in three minutes.
Letting the Warlord sit stillDuring launch their base is visible to every server. If you're attacking, protect them. If you're defending, hunt them.
Assuming a shield protects your troopsThe shield covers your base. Marches, garrisons and reinforcements outside it stay attackable.
Week 1 Playbook
Every day has two jobs
Season II runs on top of the VS week, not instead of it. Every day now has two jobs.
Sunday
Setup
Bank all 34 radar tasks — do not pop them.
Donate to the Alliance Furnace. Up to 50 times.
Check your coal reserve before you log off.
Queue research and building upgrades overnight — do not collect.
Monday
Radar Day
Pop all 34 banked radar tasks at reset.
Hunt the highest level you can clear. Claim first kills — rotate who leads.
Check your furnace and temperature before you leave the base.
Tuesday
Build Day
Open everything you queued Monday. Points go to whoever opens them today.
Advance the Titanium factory chain — lowest factory first.
UR trucks only.
Keep your base above 0°C so construction buffs stay live.
Wednesday
Tech Day
Open all overnight research at reset.
Alliance Duel tech — Valor badges only, no resources.
Open drone chests.
Hold 40°C for any siege window.
Thursday
Hero Day + Ghost Ops
Dump EXP and skill medals into legendaries.
Violet shards.
GHOST OPS — four 3-hour windows at 00:00, 06:00, 12:00 and 18:00 server time. Three personal missions, three rewarded assists, five plunders. Prioritise UR and UR★ — SSR pays no hero shards. Claim rewards the moment a mission ends or they can be stolen.
Friday
Training Day
Run the waterfall — upgrade troops rather than training from scratch.
Verify your Virus Resistance against Saturday's target.
Pre-stage near your capture target.
Saturday
Battle Day
All speedups. Every type scores today.
UR trucks only. Legendary tasks only.
Capital War: remove ALL squads from your wall before you teleport in. Heal 400 at a time, not 8,000.
After the bell the fight continues — hunt pink bases until reset.
Ghost Ops
Thursdays only — newly live on this server
Newly live on Server 2132. A weekly Thursday event in the Secret Command Post, and the main source of shards for several heroes you cannot get elsewhere. It runs regardless of season.
Unlock
HQ 18, alliance membership, Day 60 of Season 1 or later
When
Thursdays only — 00:00–03:00, 06:00–09:00, 12:00–15:00, 18:00–21:00 server time
Limits
3 personal missions, 3 rewarded assists, 5 plunder attempts per event day
SSR mission
25 minutes. Base resources only. No hero shards
UR mission
35 minutes. 2 hero shards
UR★ mission
45 minutes. 5 hero shards
Special conditions
Level 120 heroes at set stars. UR needs 2+ players, UR★ needs 3+. Meeting them adds 10 special chests
Shards go to
The hero named SECOND in the special condition
Rules that cost you if you miss them
Claim rewards the moment a mission ends. Unclaimed rewards show as green icons on the world map and anyone can plunder them.
Enable Volunteer Mode BEFORE your third assist is used, not after. It won't apply retroactively.
Turn on Smart Mode for UR★ runs — it auto-starts the moment conditions and squad are met.
Your heroes lock for the mission duration. Plan Thursday around that.
Coordinate UR★ squads before Thursday. The hero requirements are not something you assemble on the day.
Supply Collection
Passive income that compounds
Passive income that compounds all season. Supplies only appear where the ground temperature reaches 0°C or above.
Five reclaims per day.
Raise ground temperature with a captured city's heat, a relocated Alliance Furnace in Overdrive, or a Level 3 Firebomb.
Frozen supplies need the ice broken — 1,000 durability per hit at 5 stamina each — or just warm the ground above 0°C.
Up to 12 alliance members can claim from each crate.
Supply locations are fixed and identical across servers.