What is it?
An early-server, seven-day ranking event that rewards resource timing over raw spending. Confirmed Mechanic Each day scores a theme — recruiting, construction, research, stamina, training, kills/healing — and the final day scores any prior activity. It’s the same muscle Arms Race and Alliance Duel use later, so treat it as training.
When does it happen?
It appears in the early server timeline and runs seven consecutive days. Confirmed Mechanic The documented stage plan, as a planning template:
| Day | Theme | Known scoring (regional example) |
|---|---|---|
| 1 | Recruit Heroes / Spend EXP | Elite recruit 400; 200 Hero EXP = 1 |
| 2 | Construction Speedups / Gathering | 1 min construction = 20; 100 resource = 1 |
| 3 | Research Speedups / Gathering | 1 min research = 20; 100 resource = 1 |
| 4 | Use Stamina / Gathering | Stamina actions + gathering; live screen sets the rate |
| 5 | Training Speedups / Gathering | Training speedups + gathering; live screen sets the rate |
| 6 | Hostile Kills / Healing Speedups | 1 min healing = 20; T1–T10 kill = 2/3/4/6/7/9/11/13/15/17 |
| 7 | All Stage 1–6 activities | Any prior-stage activity scores |
The stage order is server-dependent — documented sources publish different sequences. Update-Sensitive Capture your live 7-day task list on Day 1 before committing stockpiles; the in-game screen is the authority, the table above is only a template.
Who can start it?
Every player on a qualifying early server participates individually — your rank is your own scored total across the week.
How does it work?
The central idea is temporal stacking: a construction speedup scores Top Commander points whenever the day allows, but it’s worth more total account value when spent during the matching Arms Race phase. Corroborated Strategy The same logic applies to research, training, stamina and hero development. You are not trying to do extra work — you’re trying to make one action score in two systems at once.
What should I prepare?
| Before | Hold or prepare |
|---|---|
| Day 1 | Elite recruitment tickets; hero EXP; planned level-ups. |
| Day 2 | Construction speedups; resource nodes timed to return after reset. |
| Day 3 | Research speedups; long research ready; gathering marches preloaded. |
| Day 4 | Stamina items; radar tasks and monster targets; gathering returns. |
| Day 5 | Training speedups; promotion ladder and barracks capacity; gathering returns. |
| Day 6 | Healing speedups; hospital capacity; legal hostile targets and a shield plan. |
| Day 7 | Your largest remaining stockpiles from every category — matched to Arms Race windows. |
How do we win?
Gathering is the quiet edge: points post when troops finish or are recalled, so load mines the day before and time the return after the relevant reset — you score without spending the new day’s march time. Corroborated Strategy Beyond that, the win is simply discipline: don’t spend at reset out of habit; wait for the day whose theme matches what you were going to do anyway, and overlap it with Arms Race.
Common mistakes
- Dumping speedups at reset before the matching Arms Race phase opens — scoring once instead of twice.
- Trusting a schedule graphic over the live Day-1 task screen.
- Using generic speedups on non-scoring hours.
- Forgetting gathering returns can be timed to post on a scoring day for free points.
Leadership protocol
On Day 1, tell members to screenshot their own seven-day task list and not to trust any external schedule. Each day, post the theme and the matching Arms Race window so members stack rather than spend early. Leadership Protocol
Two reputable guides publish different Top Commander day sequences — this is not safely resolvable from static web text, because it appears to be a genuine server/version difference rather than an error. The correct doctrine is to treat any schedule (including the table on this page) as a cohort template and read the live seven-day task screen on Day 1 before you commit a single stockpile. Point values shown are current regional examples; your screen controls.
