What is it?
A biweekly Sunday server-wide boss event. Three bosses, each weak to a different hero type, draw down a shared server-wide health pool, and your rank is your cumulative personal damage across all three. Confirmed Mechanic Unlike Wanted, a Rampage boss can kill attackers — survival matters.
When does it happen?
Every two weeks on Sunday in the currently documented event. Confirmed Mechanic The three bosses awaken in sequence:
- Boss 1 — 00:00 server time · weak to Tank
- Boss 2 — 06:00 server time · weak to Aircraft
- Boss 3 — 12:00 server time · weak to Missile
Cadence can shift by rollout — confirm against your event calendar. Update-Sensitive
Who can start it?
Server-wide participation — every eligible player damages the same boss. You get three attacks per boss, nine total if all three are available. Confirmed Mechanic
How does it work?
All eligible players hit the same server-wide health pool. When it reaches zero the boss becomes Vulnerable, and players use the Eliminate / gift action to claim the kill reward. Confirmed Mechanic Personal ranking is cumulative damage across all three bosses (current guides highlight Top 100), and killing all three raises the next event’s difficulty and rewards.
As with Wanted, the boss’s weakness picks your hero type — it is not the squad counter triangle. The key difference from Wanted is lethality: the correct principle is maximum sustainable offense — strip defense only until your attack uptime begins to fall. Corroborated Strategy
What should I prepare?
Three presets — a Tank-counter, an Aircraft-counter and a Missile-counter — saved before the day. Bookmark the dormant bosses and pre-position a base close to beat the long-distance travel cap (~30s) so you recycle attacks faster. Corroborated Strategy Read the first battle report for deaths before you commit the next attack.
How do we win?
Use every attack — all nine — preserve attack uptime, and judge yourself on cumulative three-boss ranking, not one spectacular hit. If a pure counter squad underperforms a stronger main squad, keep only the favored heroes whose +50% actually overcomes the development gap. And if the boss is dropping fast server-wide, hit immediately — don’t save attempts for a perfect buff while the shared pool disappears. Corroborated Strategy
Common mistakes
- Arriving after a strong server has already killed the boss.
- Using one PvP preset against all three weakness types without testing.
- Removing every defender before confirming survival and attack uptime.
- Chasing one spectacular hit instead of cumulative three-boss ranking.
- Entering with 20+ infection stacks and unknowingly reducing damage dealt.
- Launching normal-time marches during Windy weather.
- Waiting for the perfect buff while the shared health pool vanishes.
Leadership protocol
Day before: publish all three server times with local conversions and name each counter type; tell members to save three presets and bookmark the dormant bosses. 15 minutes before: repeat the counter and warn about Windy / Acid Rain / infection penalties. At spawn: open participation immediately. At zero HP: remind everyone to use the Eliminate / claim action. After boss 3: post completion, ranking and the next-difficulty implication. Leadership Protocol
Reward quantities are version-sensitive — read the structure here, confirm the counts in your live panel. The shared-damage milestones are confirmed (40 / 60 / 80 / 100% of the pool removed), but exact rewards differ between current Game8 tables and older Last War Tutorial screenshots, which is a cohort, boss-level or update difference — not a reason to merge them. As a current Game8 regional example: 40% → SR Resource Selection x14, Gold chests x7, Diamonds x20 … scaling to 100% → SR Resource Selection x84, Gold chests x42, speedups x70, Diamonds x80. An older cohort screenshot shows materially smaller silver/gold-chest counts at the same milestones. Verify your own.
