A model of the prison yard on a war-room table, from the Lands of Jail key art

4minutes to read

Alliance Duel, from the game
Alliance Duel, from the game

9of 31 events

A prisoner in an orange jumpsuit chained to a chair, from the Lands of Jail key art

Your alliance against another, over about six days.

Alliance Duel

Event · Alliance

Alliance Duel

Your alliance against another, over about six days. First you try to score more points than them — with a different theme each day — then the two alliances finish it with one automatic battle.

Points are everything. Save your big items and speed-ups, and only spend them on a day when they give points — the final day gives points for almost everything.
Attacker versus Defender: win the Duel Phase to become the attacker
Win the Duel Phase and your alliance attacks in the Clash; lose it and you defend.

The two phases

1 · Duel Phase (about six days). Two matched alliances compete for points. Every member earns Personal Points by doing that day’s theme actions, and the alliance total is everyone’s points added together. Each day, the alliance with more points gets a Victory Credit; whoever has more credits at the end wins the Duel.

2 · Clash Phase (the battle). The Duel winner attacks and the loser defends. Wardens fight with troops given by the game (their level matches the highest troops you can train), led by heroes you own — even ones in prison. You register your teams, and whatever bonuses are active when you register are saved.

Your personal rewards come from your own points and ranking; the alliance rewards come from the result. You must still be in the alliance when rewards are given out — that’s Monday at 10:00 AM server time.

The six daily themes

Each day only gives points for its own kind of action, so match your spending to the day. The final day, Ultimate Test, gives points for almost everything from the whole event, so anything you couldn’t use earlier still counts there.

DayThemeWhat scores that day
1Prison ConstructionForticlad · Advanced Forticlad · Cosmic Cores, Satellite Chips, Intelligence Tasks, speed-ups, gathers
2Hero EnhancementHero Shards (Rare / Epic / Legendary), Forticlad Cores, Intelligence Tasks, speed-ups
3Armor UpgradeModule Chests, Power Modules, Tome Rating, Intelligence Tasks, gathers
4Equipment EnhancementEE parts, Precision Gear, Potential Coils, Cosmic Cores, Satellite Chips, training soldiers
5Intelligence GatheringForticlad Cores, Collecting Rating, Intelligence Tasks, speed-ups
6Ultimate TestAlmost everything above — the final day, which counts nearly everything (lasts about 1½ days)

Where the big points are

A few items are worth far more than everything else — save these for a day when they give points:

27,500
Cosmic Core · Days 1, 4, 6
22,500
Advanced Forticlad Core · Days 1, 2, 5, 6
12,000
Potential Coil · Legendary Task

Next come 1,000 Top-up Points (7,200, every day), Satellite Chip (6,160), and EE parts and Legendary Hero Shards (4,500 each). Every action’s exact value is in the guide below.

Alliance Duel six-day point guide: the point value of every action on each day
The six-day point guide — every action’s value, day by day (made by Pikaboo).

Winning the Clash

Register when you’re at your strongest. Whatever bonuses are active when you register are saved — Prison Buffs, Prisoner Armor Skills, Felon Buffs, Duty Effects — so turn everything on first, then register. You can register again later to save a stronger setup.

Spend your Duel Cards. The points you earn in the Duel Phase become Duel Cards, which you spend in the Clash Shop on buffs that apply to all your registered troops. You can reset and re-buy them at any time.

How the battle works. Troops are divided into three floors by Power and fight one-on-one, from lowest to highest. When a floor is cleared, the survivors move to the other floors. When one alliance has no troops left, the other wins the Clash.

The four results

Your result comes from both phases together. It decides your rewards and whether your alliance’s Tier goes up or down:

ResultDuelClashTier EXP
Complete VictoryWinWin+2
Narrow VictoryWinLose+1
Close DefeatLoseWin−1
Major DefeatLoseLose−2

Only the top 20 alliances on the server can enter. Your first Tier promotion also unlocks a Duel-themed Alliance Honor Exhibit.

The Clash Shop

Duel Cards buy buffs for all your registered troops. Each buff has 5 levels; you can reset and re-buy at any time.

BuffAt Lv.5Cards for all 5 levels
Fury Bullet · Strong Bulwark · Infinite Growth · Fatal Strike+20% Troop ATK, DEF, HP or Lethality boost, and +50% to that bonus90 each
Final Rally+20% Expedition Capacity90
Death CurseEach time you lose a fight, the winner deals 30% less damage (no limit)50
Victory FrenzyEach win: +5% damage (no limit)130

The Clash uses troops given by the game at your highest trainable level, led by your own heroes: 2 squads, and 3 on older servers. Clash losses are the game’s troops, not yours.

Tiers and timing

TierTier EXP
Beginner0–3
Rookie4–11
Elite12–27
Master28–43
Legend44–59
Prime60–76

First promotions pay from 1,500 Diamonds (Rookie) up to 5,000 (Prime). The Duel Honor Exhibits give +1% up to +5% Troops ATK. The whole event takes 9 days: 23.5 h preview, 0.5 h matching, the 6 duel days (24 h each, the last one 34 h), 13.5 h lineup sign-up, 0.5 h settlement and 24 h of results. It used to be called the Alliance Golden Cup.

Rewards

WhatReward
Points neededThe alliance needs 28M Duel points for any result rewards; a member needs 700,000 for personal ranking rewards.
Alliance result28M–42M and a win: 2,000 Diamonds and 20 Forticlad Cores, up to 126M+: 5,000 Diamonds, 50 Cores and 160,000 Contribution (a loss pays about half).
Personal top 50#1 at 126M+ with the best result: 5 Royal Carriage mansion decorations (+15% ATK and DEF at Lv.10), 15 Gilded Collection Cards, 72,000 Diamonds, 168 Forticlad Cores and 60 Legendary Hero Shards.
Clash resultWin: 2,500 Diamonds, 25 Cores, 80,000 Contribution. Loss: 1,250, 20 and 40,000.
Daily top 10#1: 100 Duel Cards and 2,000 Diamonds.