Pick an event

31events


6kinds

Thirty-one events, each with its rules, rewards and the lineup to bring.
How hard your army hits. More Attack means more enemy troops get hit hard enough to risk dying.
How much damage your army can absorb. It makes enemy hits wound your troops instead of killing them.
One soldier’s hit points. More HP means fewer of your troops go down at all.
How likely your hits kill for good instead of just wounding. It turns injuries into permanent enemy losses.
The hidden roll behind every hit. Attack decides how many troops get one, Lethality decides how many succeed, and HP + Defense help your troops survive them.
A second kind of damage. It happens when a condition is met — like every 3rd round — and each hit is a set share of the dealing troop type’s ATK. It has its own boosts and defenses.
Of the troops knocked out in a solo attack on a prison, 40% count as dead or Hospital and 60% as lightly wounded (35% and 65% in rallies and tile fights). It isn’t the point where a fight stops.
A troop’s starting levels, 1 to 30, before it has a Tier. It’s the “1-30” starting row in the stat tables.
A named troop class unlocked after Combat Level 30, with a whole new higher baseline. Tier 10 is “Ace,” Tier 11 is “Bastion.” A “Lv.10.0” portrait badge means Tier 10.
An upgrade path inside a Tier, raised in the Barracks. Each level adds stats and unlocks Forticlad skills. It’s the small number badge on a troop.
An ATK/DEF boost that every hero in the same generation shares, whatever their type or role. It goes up about 20–25% each generation.
Which release group a hero came from. Newer generations have a bigger Troop Bonus and higher base stats.
A hero’s PvP skills — the ones that actually matter in fights against other players.
A hero’s PvE skills, listed on the faint “PvE” line of each hero card. They don’t apply in PvP.
A hero’s Exclusive Equipment war skill, marked with the EE badge on their card. It only works in the one mode its text names.
A buff that helps your whole army all the time, even when the hero isn’t deployed.
A team attack. One leader uses a three-hero formation, and other players join in with their troops.
Someone who adds troops to another player’s rally. Only four joiners’ skills count: the four highest-level first War skills of the joiners’ first heroes.
Troops that never took a hit. Fully ready for the next fight.
Took damage but heals back to full as soon as it gets home.
Knocked out and sent to the Hospital. Recovers — as long as there’s room.
Dead for good. The only battle result you can never get back.
Where Heavily Wounded troops recover. Keep space free: once it fills up, the overflow becomes real deaths.
In a solo attack on a prison, the defender’s troops that would have died become Heavily Wounded instead, while 30% of the attacker’s knocked-out troops die. In rallies and tile fights, nobody’s troops die.
The universal yellow shards you can spend on any hero. Maxing one costs 1,065, plus 10 hero-specific recruit shards to first unlock them.