01 The loop, and the one rule that governs it
// SIX SCORING DAYS · ONE COMPOUNDING WEEK
Alliance Duel VS isn't seven separate events. The six-day Monday-through-Saturday scoring run is the Alliance Duel — your alliance scored against one from another server — and Sunday is the preparation and banking day that sets your ceiling for all of it. The players with the highest weekly scores aren't more active. They're more patient.
One rule governs everything below: every scoring action has a trigger, and points land at the trigger — not when you start. Game Rule Buildings and research generally score when completed, radar missions when claimed, hero resources when spent, troops when trained or promoted, and gathering when forces return. A building finished Monday scores nothing Tuesday; one started Monday night and opened Tuesday at reset scores full Base Expansion points. Learn the trigger before you decide what to bank.
| Day | In-game day | What scores | Win pts |
|---|---|---|---|
| Sunday | Prep & banking | Nothing scores — set up the week | — |
| Monday | Radar Training | Radar tasks, stamina, some hero EXP | 1 |
| Tuesday | Base Expansion | Building completions, UR truck dispatches | 2 |
| Wednesday | Age of Science | Research, tech upgrades (Valor), drone chests | 2 |
| Thursday | Train Heroes | Hero EXP, shards, skill medals | 2 |
| Friday | Total Mobilization | Troop training and upgrades — the waterfall | 2 |
| Saturday | Enemy Buster | All speedups, kills, UR trucks | 4 |
The in-game day names and the win-point weights above are the current documented Season 1 structure. Current Season Structure Note the weighting: Enemy Buster on Saturday is worth four — double any other day — which is why Saturday combat decides the duel, and why the whole week is really preparation for it.
02 Banking radar — the habit that separates top scorers
The single biggest weekly-score lever is also the cheapest: hold your radar missions instead of popping them as they appear, then release the full bank on Monday, Radar Training day. Done right, that's several days of normal generation landing in one morning.
Bank as many eligible radar missions as your current radar level allows. Game Rule Maximum capacity rises with account progression — higher radar levels hold more, commonly around 34 at the upper end Server Example — and activated missions may display an expiration timer, so check the radar interface before holding missions across multiple days. The lesson is unchanged: bank before the scoring day, then release all at once.
// Why it works
A radar mission scores when it's claimed, not when it appears. Holding a full backlog un-claimed and releasing it on Radar Training day converts a slow trickle into one large scoring burst — and it costs nothing but discipline.
03 Wednesday's free points — the Valor tab
Age of Science is the one day you can score heavily without spending a single resource. Alliance Duel tech upgrades cost only Valor badges, and those upgrades count toward your Age of Science score like a large gold research spend. Strategic Advantage Skipping the Valor tab on Wednesday leaves the most efficient points in the game on the table.
04 Friday's waterfall — the cascade that wins Total Mobilization
A properly prepared troop-promotion waterfall generates substantially more points in the same window than training the highest available tier from scratch — because upgrading troops scores like training them but completes far faster. Strategic Advantage The exact advantage depends on troop tiers, barracks levels, training capacity, buffs, and Alliance Duel technology, so treat it as a large multiplier rather than a fixed number.
The cascade runs across four staggered barracks, each a tier behind the last, so T6 flows up to T7, T7 to T8, and on to T10. The configuration below is one recommended HQ30 setup Current Season Structure — not the only viable one:
| Barracks | Level (example HQ30) | Trains | The rule |
|---|---|---|---|
| Barracks 1 | 30 | T10 | The endpoint of the chain. Safe to upgrade fully. |
| Barracks 2 | 27 | T9 | Never upgrade to 30. Doing so breaks the cascade permanently. |
| Barracks 3 | 25 | T8 | Maximum safe level is 26. Beyond that the T8→T9 step breaks. |
| Barracks 4 | 20–23 | T7 | The bottom of the waterfall. T6 also trains here. |
// Restarting the queues into the buff
When a training buff is approaching its end, restart the lower-tier queues with roughly 60 seconds remaining. Commander's Practice The extra margin absorbs loading delays, device lag, and rushed taps — on a phone, in a hurry, 30 seconds gets missed. Sixty is the safe call.
05 Nine boxes a day — the personal-reward engine
Alongside the alliance score, your own daily target is simple to remember: nine boxes a day, which clears at roughly 7.2 million points. Current Season Structure Hitting nine boxes every day is the personal-reward engine of the season — a full Capital War clear alone pays 2,000 Valor Badges and 20,000 Honor Points toward it.
You don't track two schedules: what fills your boxes mirrors the scoring day, so doing the right thing for the day fills the boxes on its own. Base values exist and are usable for planning — a single radar task scores about 10,000 points, for example. Verify In-Game The finer per-task values shift a little by server and patch, so confirm the exact chest requirements shown in your own game before committing them to a quick-reference.
Going into Saturday: clear your wall or shield up before you go offline Friday night. The opposing server earns the right to invade at reset, and an unshielded base with troops on the wall is the easiest target on the map. The invasion mechanic itself lives on the next page.