King of Icefield, SvS, the Labyrinth and the daily rotation — plus what to hold and what to spend.
The principle
Most consumables score points on a specific day. The same speedups, shards, crystals and materials are worth roughly double inside the right window. Timing is the highest-return skill in the game and it costs nothing to learn.
King of Icefield
Replaces Hall of Chiefs once your state joins State of Power. Six states, seven days, one theme per scoring day.
Hitting each day's point target earns Medals of Honor, exchangeable for a rotating Mythic Hero shard plus Chief Gear materials and Charms — a rare faucet for the thing that bottlenecks everyone.
What to hold going in
Fire Crystals, hero shards, XP books, skill manuals, Wild Marks, pet food, Hero Gear materials, and speedups of every type. Each has a day.
Three plays worth running
Gather overnight before a scoring day. Troops sent before reset return after it, and the haul counts instantly. Free points while you sleep.
Pre-load training queues with your highest-tier troops, collect after reset. Upgrading low-tier troops scores too, at the difference in value — so upgrade rather than train fresh.
Save the pile for the hero and pet day. A hoarded stack of shards, XP books, manuals, Wild Marks and pet food dumped at once is where free-to-play scores come from.
If you're not chasing rank, target milestones on two or three strong days rather than competing every day. That's the correct call for a low spender.
Flame and Fangs
Two days, every other week, riding the KoI / State of Power cadence — Mondays and Tuesdays. Your normal Intel routine, paying roughly double.
Firebeast and Firehunter missions appear at the Lighthouse. Completing them earns Crystallite Cores — regular Intel missions pay 1 Core, the special Firebeast and Firehunter missions pay 10. Full clears across both days total 168 Cores, and the exchange is where the value is.
Spend priority
Refined Fire Crystals, if your state's shop offers them
Fire Crystals — for most accounts this is the whole event
Research, construction and training speedups
Resources, only with leftovers
Spend everything before it closes
Unused Cores auto-convert to 10,000 Meat each — far below shop value. There's a grace day for spending after earning ends; use it to zero out.
The pre-event trick: +16 Cores
Intel rewards don't have to be claimed immediately. In the day before the event, complete Intel missions but leave the rewards unclaimed — then claim them all once the event is live and they count. Timed cleanly around the UTC resets this lifts the haul from 168 to about 184. This is the single best thing an alliance leader can announce the night before: "Stop claiming Intel rewards until Flame and Fangs starts."
State vs State
Prep decides ranking. Battle is the payoff. Five scoring days against twelve hours of fighting.
Combat rules people get wrong
±3 furnace levels decides who you can score points against — Furnace 27 scores on 24 through 30. It does not stop anyone attacking you. A whale can still burn you for zero points. Shield regardless.
Rally range is calculated from the leader. A low-level captain lets whales score on targets they could never touch solo. Assume the other state knows this too.
Attacking drops your shield for 30 minutes with no re-shield allowed. That's the most dangerous window in the event. Coordinated waves only, never solo.
Teleporting out of your home state loses your reinforcements. Decide who crosses and who holds beforehand.
You get 3 free cross-state teleports and they can drop you anywhere in enemy territory, including inside their alliance zones.
Troops aren't permanently lost. Severely wounded go to the infirmary up to capacity; only the overflow dies. Check capacity before battle day.
Auto-Join Rally now disables above 90% infirmary capacity. Members with full infirmaries silently stop contributing to defenses.
Field Triage opens roughly 50 hours after battle with a state-wide +20% healing buff. Don't burn healing speedups before it.
Both states can cross. Only the Sunfire Castle itself is restricted to the prep winner attacking.
Beastslay
Level 26+ beasts give the best points per stamina. Don't complete the 16:00 UTC Intel mission the day before Defeat Nearby Beasts starts — save that kill for inside the window.
The Labyrinth
Available from the Command Center at Furnace 19. It works unlike anything else in the game.
Ratios can't fix a failed stage
In every zone except Gaia Heart, the game supplies Level 10 troops. Everyone is equal on raw troop strength, so only hero strength, pets, charms, tech and gear decide the outcome. If you're stuck, improve the stat source that zone tests — not your formation.
Days
Zone
Tests
Mon–Tue
Land of the Brave
Heroes and Hero Gear
Wed–Thu
Cave of Monsters / Charm Mine
Pets and Chief Charms
Fri–Sat
Research Center / Gear Forge
Research & War Academy tech, Chief Gear
Sun
Gaia Heart
Broad mix — and your own troops
45/10/45 for Cave of Monsters, Charm Mine, Research Center, Dark Forge
50/20/30 as the Gaia Heart baseline; if a stage fails narrowly try 60/20/20 rather than changing everything at once
Stage 10 is different — the AI runs 33/33/33 everywhere except stage 10, where it shifts to roughly 53/27/20
Land of the Brave and Gaia Heart use three marches and nine heroes — concentrate power into two strong marches rather than spreading across three, with your strongest as the frontline team
Combat uses Expedition skills. Five attempts per zone per day, resetting 00:00 UTC. Don't spend all five on the same stage if nothing has changed.
Don't burn expensive buffs on Gaia Heart — Minister positions, Alliance Tech, alliance territory, gem buffs and facility bonuses don't apply inside. Pet skills activate automatically in Gaia Heart and Cave of Monsters, so no cooldowns are wasted.
Bear Hunt
Thirty-minute alliance window, rally only. Leaders run 10/10/80; joiners run 100% Marksman. Balanced joiner formations lower the rally's damage ceiling — this is the most valuable thing to post in your alliance chat.
Scheduled Hunting Trap activations now survive the scheduler leaving the alliance.
Tundra Trade Route
Up to 4 truck raids per day. Failed raids don't count against the limit, and there's only a 10-minute cooldown on re-attacking the same target — so there's no downside to punching up.
Allies are excluded automatically, so you can't raid your own alliance.
A successful raid takes up to 50% of the target's rewards.
Lettered trucks belong to your current Alliance Showdown opponent — raiding those also reduces their Showdown points. Prioritize them above everything.
Escorts: send combat Expedition heroes. Never Gina. Request alliance guard help once daily.
Daily rotation
The Overview panel's Daily tab tracks Arena, Treks, Labyrinth, Crystal Laboratory, Hero Recruit, Alliance Contribution, Lighthouse, Online Rewards, Expert Skills and Alliance Activity Triumph in one place.
Daily
Why it matters
Arena ×10
Tokens buy Mythic shards and Mithril. Best free shard rate in the game.
Intel missions
Hero shards, speedups, resources. Refresh through the day.
Crystal Laboratory
Fire Crystals and later Refined Fire Crystals.
Storehouse stamina
120 at 12:00 and 24:00 UTC — lost if not collected before the next.
Treks & Labyrinth
Free attempts, guaranteed return.
Alliance help
Free build time for everyone, including you.
Resources only accumulate 12 hours offline, so two or three check-ins a day captures most of the value. There's no way to automate this — emulator macros violate the terms of service and aren't worth an account.
Value events to watch for
Hero Ascension Training — points for ascending heroes. Hold every ascension until it opens.
Exclusive Gear Forge — points for developing hero exclusive gear. Same rule.
Strongest Lord / Hall of Chiefs — the classic speedup dump.
Endless Trials (Wulfgar) — 30 solo attacks daily, no rallies, ranked on highest single-instance damage. Experiment with 29 attempts, then stack every buff on your best one.