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Complete Beginners Guide

Tips and Tricks by 69

How the guide is organized: Player development is grouped by the system it improves; player events are separated from alliance events; alliance core/territory is separate from alliance leadership; automation is centralized; combat mechanics are explained once and then applied where needed.

PLAYER — FOUNDATIONS

Player Fundamentals — Learn the Game in the Right Order

Use this guide by stage, not by random topic. Your Furnace drives progression; your alliance drives acceleration and access; events determine when you spend; later, seasonal heroes and war mechanics determine where you specialize.
Stage 1 · Build
Furnace 1–15: learn the city, join an active alliance, unlock systems, establish gathering and hero habits.
Stage 2 · Accelerate
Furnace 16–22: push troop tiers, research, Drill Camp, Chief Gear, events and efficient marches.
Stage 3 · Compete
Furnace 23–30: optimize combat stats, seasonal events, rallies, Castle/Fortress/Stronghold play and resource banking.
Stage 4 · Tundra
Alliance territory expands into Tundra; positioning, higher resource nodes, facilities and coordinated teleporting matter much more.
Stage 5 · Seasons
New hero generations replace old investment priorities. Save selectively, compare roles, and stop overbuilding heroes you are about to replace.
Always
Keep construction, research, training, gathering and alliance activity moving. Do not chase Power for its own sake.

The basic daily loop

  1. Collect city production and check the next Furnace prerequisite.
  2. Start construction/research and request Alliance Help.
  3. Dispatch gathering and event marches.
  4. Complete Daily/Intel/Exploration/Alliance tasks that fit your current stage.
  5. Check alliance announcements before joining rallies or moving cities.
  6. Bank the resources, speedups, gems and hero materials needed for the next event or progression gate.

Free Resources — Gift Codes, Monument Gems & Easy Claims

Do this early and keep doing it. Gift codes are temporary, while Monument achievements can quietly add Gems and other progression rewards. Check both instead of leaving free resources on the table.

Gift codes — use live lists, not an old code list

Gift codes expire quickly and can have publisher claim limits. Rather than putting a stale list in the guide, bookmark a live tracker and check it whenever a new code is announced.

Never trust a random “code generator.” Use public codes from the game/developer or established community trackers. Gift codes are case-sensitive and can expire or hit claim limits.

Monument — free Gems hiding in progression milestones

Once the Monument is unlocked, open it regularly. Monument achievements cover personal, alliance and state milestones, and rewards can include Gems, recruitment keys, manuals, speedups and Fire Crystals. Some achievements complete because the state/alliance progresses, so you may have rewards waiting even when you did nothing special that day.

Current community Monument references document 25 achievement objectives and multiple Gem rewards; exact objectives/rewards should be checked against the Monument screen in your client because event/state progression can change.

Current references: 2026 Monument guide · WSCO live codes · WOS Rewards · Official Gift Code Center

Account Progression Priorities

1Furnace / progression gates
Do not stall your core Furnace progression for cosmetic power.
2Strong combat core
Build one serious hero of each troop type before spreading resources.
3Battle stats
Hero Gear + Chief Charms supply valuable Health/Lethality; Chief Gear supplies broad Attack/Defense and set bonuses.

F2P resource rule

Progression Roadmap — What to focus on as the Furnace rises

StageMain goalWhat to focus onDo not do
Furnace 1–9Unlock the core city systemsFurnace progression, construction speed, resource flow, basic heroes, troop training and active gathering.Do not spread hero EXP/shards across the whole roster.
Furnace 10–14Build a sustainable economyKeep Research running, improve Growth/Economy, unlock better troop tiers, build your core five and prepare for Hero Gear.Do not spend rare resources on cosmetic Power or weak heroes.
Furnace 15–21Start real combat developmentHero Gear opens at 15. Build one Infantry Health set, one Marksman Lethality set and one Lancer Lethality set. Keep research moving toward the military gates.Do not create full gear sets for every hero.
Furnace 22–24Build universal combat statsChief Gear opens at 22. Establish Infantry first, then Marksman/Lancer according to role. Continue Hero Gear and Battle research.Do not confuse Chief Gear with Hero Gear. They serve different systems.
Furnace 25+Add Health/Lethality depthChief Charms open at 25. Keep improving main combat gear, charms and Battle research. Use event timing for expensive upgrades.Do not spread Essence Stones, Mithril or other scarce materials across low-impact heroes.
Fire Crystal eraOptimize your roleChoose whether you are primarily a rally lead, garrison/defense player, Bear specialist or general F2P fighter, then concentrate rare resources accordingly.Do not copy a whale build onto a F2P account. Resource efficiency changes with spending level.
Simple growth rule: Furnace progression opens the next systems, Research compounds the time saved, Heroes determine your combat core, and Gear/Charms turn that core into real battlefield stats. Build in that order instead of chasing raw Power.

Day 1 → End Game — Server Timeline & Power-Shift Roadmap

Use this as a roadmap, not a stopwatch. State age, rollout and patches can move unlocks. The live Furnace, event, shop and hero screens are the final authority.
State ageMajor shiftPlayer planProtect
0–40Gen 1 → Gen 2; core city and Hero Gear systems.Rush Furnace gates, join an active alliance, keep construction/research/training/gathering running, learn troop roles.Gems, universal shards, speedups.
~53–60Sunfire and Fire Crystal Age begin entering the roadmap.Stop thinking only in Furnace levels. Start banking for scoring windows and permanent FC gates.FC and long speedups.
~80–120SVS/KOI and Gen 3; more event systems.Build event discipline: save the material for the day that scores it.Hero shards, Gems, speedups, stamina.
~140–220FC4–5/Lab, Gen 4, Legendary Chief Gear, War Academy.Crystal Lab becomes a routine; specialize your first serious combat role.FC, research speedups, Chief Gear materials.
~270–500Gen 5+, FC8 and later FC9–10; RFC enters the economy.Plan Furnace/Camps/RFC/War Academy as one pipeline instead of isolated upgrades.RFC and high-value event currencies.
~680+Current roadmap reaches Gen 10 and Flame Tech/T12 era.Layer troops + heroes + gear + pets + Experts + Flame Tech + alliance/state buffs.Resources spent without a target.
1,000+Deep endgame generations and stacked systems.Maintain multiple useful squads and specialize by job. Newer does not automatically mean “replace everything.”Partially built projects.

Power shift

EarlyFurnace + research + troop tier + alliance
MidHero generation + Chief Gear + pets + event timing
LateFC/RFC + War Academy + Experts + combat stats
EndFlame Tech/T12 + layered bonuses + specialization
Never chase Power for its own sake. Ask: “What does this Power let me do better?” If the answer is nothing useful, it is probably not the next upgrade.

Planning references: Whiteout Survival Wiki timeline · WoS Guru roadmap.

PLAYER — ACCOUNT DEVELOPMENT

Farm Account — Start One From Scratch and Build It for Resources

A farm is a second character whose primary job is to generate Meat, Wood, Coal and Iron for your main. Build it for resource throughput, gathering and useful support — not as a second PvP main.

Step 1 — Create the farm in your main's state

  1. Open your main city and tap your Profile picture.
  2. Open Settings.
  3. Open Characters / character management.
  4. Tap Create New Character.
  5. Search for and select the same State number as your main.
  6. Confirm and start the new character. You will go through the opening tutorial again.
  7. Finish the early tutorial and join your alliance's farm/academy alliance if one exists. If your state permits another arrangement, follow your R4/R5 rules.
Do not confuse this with State Transfer. Create New Character starts a completely separate city. It does not move your main, copy heroes, or copy resources. Current community references consistently place the path at Profile → Settings → Characters → Create New Character, with the target State selected during creation.

Step 2 — Get the new city moving

  1. Push the Furnace. Do the normal prerequisite buildings, but do not waste resources building a combat account you do not need.
  2. Unlock march queues. The official game support says you begin with 1 queue and can unlock up to 6 through technology and VIP. For a farm, more simultaneous gathering marches are one of the biggest efficiency gains. Official March Queue FAQ
  3. Prioritize Economy research. Gathering speed, resource production and march/load efficiency are the farm's core engine.
  4. Take Growth research that accelerates the farm. Research Speed, Construction Speed and useful development gates compound over the life of the farm.
  5. Take only necessary Battle research. Get the military prerequisites and troop/deployment capacity you actually need. Do not turn the farm into a second main unless you have a specific reason.
  6. Keep the research queue active. An idle farm research queue is lost production time.

Farm milestones — what are you actually building toward?

MilestoneFarm goalWhy it matters
Early gameFurnace + basic economy + first extra march capacityGet enough march capacity to gather while the city continues developing.
Furnace 13+Unlock the ability to promote lower-tier troops and continue economic growthLets you keep troop requirements manageable without training every old tier from scratch. The official FAQ confirms promotion becomes available when Camps reach Lv. 13.
Furnace 18Common community farm milestoneOften used as a practical target for a useful multi-queue farm. It is a community target, not an official farm requirement.
Furnace 22Common mature-farm targetGives the farm more developed systems and stronger long-term gathering capacity. Stop here or continue only if the extra output justifies the work.

Research priority for a dedicated farm

1 · Economy
Gathering Speed, resource production and other direct RSS improvements.
2 · Growth
Research/Construction Speed and development efficiency that gets the next farm milestone online sooner.
3 · Battle
Only enough to unlock useful troop tiers, deployment capacity and required gates. Combat is not the farm's purpose.

Gathering heroes — build these for the job

Use heroes whose Expedition skills increase the resource your march is collecting. Community references commonly identify Cloris for Meat, Eugene for Wood, Charlie for Coal and Smith for Iron. Their value is in the gathering Expedition skill; keep those skills developed rather than spending farm resources on unrelated combat upgrades. Community gathering reference

Farm rule: If an upgrade does not increase your resource output, march capacity, gathering efficiency or the minimum progression needed to unlock those things, question why you are buying it.

Daily farm routine

  1. Collect city production and complete free daily activity.
  2. Send every available march to the best legal resource nodes you can reach.
  3. Use the correct gathering hero for the resource being collected.
  4. Keep construction and research running.
  5. Return to the farm on a predictable schedule so marches are not sitting idle.
  6. Keep the farm close enough to the main/hive that resource transfers are practical.

Moving RSS from the farm to the main

  1. Bring the farm's gathering marches home.
  2. Scout the farm before attacking it. Confirm there are no troops, reinforcements or surprises in the city.
  3. Send the farm's troops out of the city before the resource-transfer attack if your state uses city looting for farm transfer. This prevents the main from accidentally fighting the farm's defending troops.
  4. Check the farm's lootable/unprotected RSS and attack only under your state's rules.
  5. After the transfer, repair the Barricade and return the farm to its normal gathering routine.
Do not treat farm looting as an automatic right. NAP/state rules may prohibit city attacks even on your own farm. Some alliances instead use an academy/separate alliance or another approved transfer method.

Farm + Brothers in Arms

This is a separate routine from RSS transfer. During Brothers in Arms, a farm can be used as a controlled source of troop-fight points when the state rules permit it.
  1. Keep the farm's troops healthy and available.
  2. If the main and farm are in the same alliance and attacks are restricted, move the farm out before the fight only if leadership/state rules allow it.
  3. An academy or other separate alliance can be cleaner when the farm needs to remain separate from the main for the event.
  4. Attack the farm deliberately and understand that city combat can create permanent troop losses.
  5. Batch-heal between rounds: heal manageable batches, use Alliance Help, let the timers fall, then start the next batch. This is a community efficiency method, not a reason to overflow the Infirmary.
  6. Rejoin the normal alliance after the exchange if required and permitted.
  7. Stop when the desired BiA points are reached. The farm is an asset; do not destroy its long-term gathering engine for a few extra points.
Remember the distinction: RSS transfer = empty the city, make lootable resources available, then collect them under state rules. BiA farming = deliberately create a troop fight for event points. They are not the same procedure.

What not to spend on

Battle Report Deep-Dive — Diagnose the Exact Failure

Front line died too fast
Check Infantry tier/count, Infantry Health/Defense, defensive hero skills, tech and formation.
Front line lived but damage was poor
Check the damage class Attack/Lethality, Expedition skills, counters and troop share.
Similar headline stats, different result
Open Battle Details. Hero skills, target selection, troop tier and captain effects can explain the difference.
Rally won, your contribution was weak
Compare your tier/composition with other joiners. A bigger march is not automatically a better march.

Reading the supplied report example

The green side shows roughly 150–284% across the visible rows while the red side is around 0–51%. That is a structural stat gap. A small troop-ratio adjustment will not erase it; the weaker account needs permanent combat development before expecting an even fight.

Attack/Defense vs Lethality/Health

Do not add the four percentages together. Damage pressure comes from Attack plus Lethality; staying power comes from Defense plus Health. When one relevant stat is already far ahead of its partner, improving the weaker partner can produce better practical value than stacking the already-high stat.

Eight-step report audit

  1. Identify solo, rally, reinforcement or garrison combat.
  2. Identify the actual rally/garrison captain and heroes.
  3. Compare troop tier and total troops.
  4. Compare Infantry/Lancer/Marksman composition.
  5. Compare all 12 visible stat rows.
  6. Open skill details and Battle Details; the headline rows do not show every hero-skill effect.
  7. Check casualties and whether the trade was sustainable.
  8. Change one major variable for the rematch so the next report teaches you something.
Verification: Official support confirms new characters are separate progression and that march queues can reach 6 through technology/VIP. Current community guides and discussions support the Profile → Settings → Characters → Create New Character path, farm/academy use, gathering-focused research, resource-transfer preparation and farm use in controlled BiA scoring. State rules always override community practice.

Troop Training — Capacity, Speed & SVS Promotion

Training Speed ≠ Training Capacity. Speed reduces completion time. Capacity increases how many troops fit in one training batch.

Permanent training improvements

200% Training Capacity Enhance

The Training Capacity Enhance lasts 2 hours and increases Training Capacity and Training Time by 200%. That means roughly 3× the normal batch size, not 3× faster training.

Use it when the goal is to load very large batches with fewer taps, especially around a training event. It does not create free training time.

Train high tier or bank one tier below?

  1. Early account: train your highest available tier until you have enough troops to fill useful marches.
  2. After your army is large enough, a common event strategy is to train one tier below your maximum between events.
  3. On the Training/Promotion scoring day, promote that stored pool to the highest tier. Promotion scores the difference between the two troop levels and lets you process a large troop pool efficiently.
  4. Do not use this strategy if it leaves you short for Bear Trap, hunting, Crazy Joe, garrison or war.
  5. When a new top tier is close, stop overbuilding the lower tier and prepare for the new promotion path.

Training-day setup

Coordinate Mobilize, Minister of Education, Training Capacity Enhance and other available training buffs. Start batches early when the event's scoring rules reward troops that finish/are credited during the scoring window. Always verify the current event rule first.

Enlistment Office — Your Hidden Troop Reserve

Purpose: The Enlistment Office stores reserve troops and can recruit reserves when severely injured troops exceed Infirmary capacity.

Research Center — Optimize Growth, Economy & Battle

The Research Center has three separate trees: Growth, Economy and Battle. Nodes have prerequisites/gates, so the best route is not “max everything.” Research is permanent account power, and Research Speed is a compounding stat: every hour saved early can save more time on every later technology.
Growth
Build efficiency, research efficiency, queues and development flow.
Economy
Gathering, production and resource efficiency that keeps future upgrades funded.
Battle
Troop combat stats and later military gates for PvP and event performance.

Research tree map — follow the gates

🌱 Growth

Research Speed
Compounding priority
↓
Gate
Construction Speed
↓
March Queue / development
↓
Training Capacity + Speed

⛏ Economy

Gathering Speed
Long-term resource return
↓
Gate
Production / resource output
↓
Resource efficiency
↓
Advanced economy nodes

⚔️ Battle

Battle prerequisites
↓
Gate
Infantry combat block
↓
Marksman combat block
↓
Lancer + advanced military blocks

The diagram is a priority map, not a claim that every account sees these nodes in exactly this order. Research Center prerequisites and node gates are shown by the live client and can vary with progression/state age. Current references confirm the three-tree structure and the early value of Research Speed, Construction Speed and March Queue.

How the gates work

Optimal F2P route — early account

PriorityRouteReason
1Growth: Research SpeedCompounds across the entire account. Current community guides place this at the top of the early route.
2Growth: Construction SpeedFaster Furnace/building progression unlocks more content and reduces long-term downtime.
3Growth: March Queue / development gatesMore available marches improve gathering and event participation.
4Growth: Training Capacity / Training SpeedImproves troop production once your economy can support continuous training.
5Economy: Gathering SpeedStrong long-term return because it helps fund every future upgrade.
6Economy: resource production/efficiency gatesTake efficient economic nodes when they are on the required path rather than skipping growth to chase small gains.
7Battle: unlock the useful military pathOnce growth and economy can sustain you, shift toward the battle stats your alliance needs.

Current research references support Growth-first, especially Research Speed, Construction Speed and March Queue, followed by Economy gathering and then Battle.

F2P battle priority

Do not permanently skip Battle. Growth gets the account moving, but competitive events eventually require Battle research. Once the key Growth/Economy gates are efficient, push the military path instead of endlessly farming economic percentages.
  1. Take the Battle prerequisites needed to open the next useful military block.
  2. Prioritize the troop type and stats that match your actual role. A normal F2P player benefits from a balanced core rather than trying to become a three-march specialist immediately.
  3. For a Bear-focused player, Marksman-related offensive investment has unusually high practical value because your Bear formation is Marksman-heavy.
  4. For defensive/garrison roles, do not ignore Infantry survivability.
  5. When a major SVS/war period approaches, temporarily favor Battle research that contributes to the planned event instead of starting a long economic detour.

Whale / high-spender route

Research during events

Normal days
Start the highest-value long research you can sustain. Avoid leaving the Research Center idle.
Research scoring day
Time completions and speedups for the scoring window. Do not burn a valuable long queue early if the points can be safely collected later.

Research checklist

The exact “best” node can change with your Furnace level, state age, available resources and current event. The guide therefore gives the priority logic, not a fake universal click-by-click tree. Use the gates shown by your live Research Center as the final authority.

Fire Crystal → Refined Fire Crystal → Flame Tech

This is the permanent progression spine of the later game. FC eventually stops being “one more upgrade material” and becomes a scheduling problem involving Furnace, Camps, research, War Academy, RFC and later Flame Tech.
PhaseReferenceWhat changesStrategy
FC1–3~Day 60First Fire Crystal Furnace tiers.Keep all three Camps aligned with your combat progression; do not create a high-Furnace/weak-troop account.
FC4–5 + Lab~Day 150Crystal Laboratory enters the loop.Run the Lab consistently; convert spare RSS according to the live Lab rules.
War Academy~Day 220 roadmapHelios/T11-era research layer.Choose research based on role and the next gate. Rally leaders value capacity/offense differently from general players.
FC6–8 + RFC~Day 315Refined Fire Crystal becomes a gating material.Plan RFC before starting the next permanent upgrade. Do not let a temporary event consume the RFC needed for a major gate.
FC9–10~Day 500+Very large FC/RFC requirements.Budget for multiple buildings and research steps at once.
Flame Tech / T12~Day 680+ roadmapAnother combat research layer; Exalted/T12 era.Save Steel, FC Shards, RFC and RSS for research instead of treating FC as the only late-game currency.

FC budgeting system

Bucket 1 — Permanent gatesFurnace, Camps and required buildings.
Bucket 2 — ResearchResearch Center / War Academy / later Flame Tech.
Bucket 3 — RFCKeep a future-upgrade reserve; do not zero the account for one upgrade.
Bucket 4 — EventsOnly spend the amount required for the reward/VP objective you actually want.

Crystal Laboratory — the sustainable FC/RFC routine

The Crystal Laboratory has two separate jobs: normal refinement converts RSS into Fire Crystals, while Super Refinement converts Fire Crystals into Refined Fire Crystals. Treat them as separate budgets.

Normal Lab stageDaily attemptsExpected FC / attemptExpected FC / week*
FC552.10~73.5
War Academy unlocked62.10~88.2
FC872.10~102.9
FC1082.10~117.6

*Expected value from the current community probability table (1 FC 40%, 2 FC 30%, 3 FC 15%, 4 FC 10%, 5 FC 5%). Actual weekly results vary. Missing a daily attempt means losing that day's normal refinement opportunity.

Super Refinement — do it for the discount, not because you can

TierFC / attemptRFC rangeExpected RFC20-attempt expected RFC
1201–31.4529.0
2502–32.1543.0
31003–63.1863.6
41303–93.4468.7
51603–123.7174.2

There are 100 Super Refinement attempts in the full weekly cycle: 20 at each tier. The first Super Refinement each day is 50% off, so the cheapest long-term strategy is to spread attempts across days rather than burn the whole weekly allowance at once.

Low-cost weekly routine
1 Tier-1 attempt/day × 7 days = 70 FC/week for an expected ~10.2 RFC/week.
Tier-1 completion
20 Tier-1 attempts spread across 20 days = 330 FC for an expected 29 RFC.
Full weekly cycle
100 attempts is an enormous FC sink. Do it only when external FC income comfortably supports the spend.

How to choose your RFC rate

  1. F2P / low spender: prioritize the discounted Tier-1 attempts and never sacrifice a Furnace/camp/research gate just to push Super Refinement.
  2. Active mid-game: use the cheap tiers first, then decide whether the next tier is worth its FC cost against your next permanent upgrade.
  3. High-income account: a deeper weekly refinement cycle can make sense, but calculate the RFC you need for the next Furnace/War Academy/Flame Tech gate first.
  4. Do not chase the maximum roll. The expected value is the planning number; a lucky 10–12 RFC result is not a sustainable budget assumption.

FC savings timeline — use a target, not a feeling

Furnace milestoneFurnace-only FCFurnace-only RFCAt 100 FC/weekAt 150 FC/week
30 → FC16600~6.6 weeks~4.4 weeks
FC1 → FC27900~7.9 weeks~5.3 weeks
FC2 → FC31,1900~11.9 weeks~7.9 weeks
FC3 → FC41,400014.0 weeks~9.3 weeks
FC4 → FC51,6750~16.8 weeks~11.2 weeks
FC5 → FC6900609.0 weeks + RFC6.0 weeks + RFC
FC6 → FC71,0809010.8 weeks + RFC7.2 weeks + RFC
FC7 → FC81,08012010.8 weeks + RFC7.2 weeks + RFC
FC8 → FC91,26018012.6 weeks + RFC8.4 weeks + RFC
FC9 → FC101,57542015.8 weeks + RFC10.5 weeks + RFC
These are planning timelines, not promises. The weekly FC rate is a chosen savings rate, not guaranteed income. Events, SVS rewards, shops, Monument, daily activity and other sources can shorten the real timeline. More importantly, the table is Furnace-only; the required Embassy, camps, Command Center/War Academy and other prerequisite buildings create additional FC/RFC and RSS costs.

The big FC walls

FC planning rule

Save in this order: next permanent Furnace/camp gate → required research/War Academy gate → RFC reserve → event spending. If an event can score the same FC/RFC spend later, wait. If spending now delays a permanent gate, do not spend it just to make the Power number bigger.
Community guides currently report weekly refinement discounts and specific cheap-refine routines. These are useful optimization ideas, but discounts/costs can change. Use the live Crystal Lab screen before committing.

Flame Tech material rule

Official support confirms Flame Tech Research can require Steel, Refined Fire Crystals, Fire Crystal Shards, Meat, Wood, Coal and Iron; quantities vary by technology. Official Flame Tech material requirements

Late-game lesson: permanent account-wide layers generally age better than a single hero investment. Build a strong core hero lineup, but do not starve FC/research/pets/Experts just to make one portrait look impressive.

Timeline · FC1–FC10 cost reference. Cost tables are community references; your client wins.

PLAYER — HERO & POWER DEVELOPMENT

Hero Hall / Recruitment — Save the Right Keys

Platinum Keys open Advanced Recruitment chests. Gold Keys open Epic Recruitment chests.

Drill Camp — Stop Wasting Hero EXP

Unlock: Drill Camp unlocks at Furnace 13. Your five highest-level heroes outside the Camp act as instructors, and drilled heroes match the level of the lowest instructor.

Level Reset

Reset is the EXP-moving tool. You can reset a manually leveled hero and recover the leveling investment, then move that Hero EXP to a better instructor. This is useful when your core five changes.
  1. Open the hero and use Reset in the Drill Camp Level Reset area.
  2. Confirm the reset and recover the leveling investment.
  3. Put the recovered EXP into the five instructors you actually want to maintain.
  4. Deployed heroes cannot be reset. After a hero is leveled again, a normal 24-hour reset cooldown applies.
Do not manually level your whole roster. Level the five instructors and let Drill Camp do the rest.

Hero Generations — Open the Generation You Need

Early hero visual ID: Use these cards to quickly recognize the heroes referenced throughout the guide.
How to use this section: Hero generations arrive as your State ages. Do not try to build every hero. Build the generation and role that replaces what you actually use. Stats shown here are combat profiles (troop type, role and primary job), not fixed Power numbers; Power changes with level, stars, skills, gear and exclusive weapon. Use the in-game hero screen for the exact live numerical stats.
Investment rule: A new 1★ hero is not automatically better than a fully developed older hero. Compare stars, skills, weapon, role and the job you need before moving resources.

See portraits for every listed generation

Generation timeline

GenerationApprox. State ageInfantryLancerMarksmanWhat changes
Gen 1Day 0Jeronimo / NataliaMollyZinmanFoundation roster; build core combat + economy specialists.
Gen 2~Day 40FlintPhillyAlonsoFirst major replacement cycle; Flint is a major F2P frontline target.
Gen 3~Day 120LoganMiaGregStrong combat jump; Mia becomes especially useful for Bear roles.
Gen 4~Day 195–200AhmoseReinaLynnStronger combat and garrison options; build according to role.
Gen 5~Day 270–280HectorNorahGwenMajor combat progression; Hector is a strong F2P Infantry path.
Gen 6~Day 360Wu MingReneeWayneHigher-stat replacement cycle; evaluate your established core.
Gen 7~Day 440EdithGordonBradleyContinue replacing older combat cores selectively.
Gen 8~Day 520GatotSonyaHendrikNew combat and utility options; do not reset a strong developed core blindly.
Gen 9~Day 600MagnusFredXuraHigher-end combat roster; role specialization becomes increasingly important.
Gen 10~Day 680GregoryFreyaBlanchetteStrong late-game combat options and improved specialized roles.
Gen 11~Day 760–800EleonoraLloydRufusEleonora is the Lucky Wheel Infantry wall; Lloyd is the Lancer option; Rufus is the Marksman damage option.
Gen 12~Day 840HervorKarolLigeiaLate-game stat growth; compare complete builds rather than base Power.
Gen 13~Day 920GiselaFloraVulcanusVery strong late-game combat cycle; Vulcanus is a notable Marksman carry.
Gen 14~Day 1000ElifDominicCaraStrong defensive and offensive specialization.
Gen 15~Day 1080–1130HankEstrellaVivecaEstrella is a strong Arena/debuff option; Viveca is more single-target focused.
Gen 16~Day 1160SeigelUrsarAislingSeigel is a major wall; Aisling is a practical F2P Marksman carry.
Gen 17~Day 1240*AidenBerthaEleanorCurrent next-generation planning target; Aiden is the Lucky Wheel pickup.

*Generation timing is approximate and can vary with State development and updates. Current community roadmaps place Gen 17 roughly 80 days after Gen 16.

Generation details

Gen 1 — Foundation
Jeronimo · Natalia · Molly · Zinman
Combat profile Jeronimo: Infantry rally leader. Natalia: Infantry / beast-Bear specialist. Molly: Lancer / F2P combat and Arena. Zinman: Marksman / construction and city growth.
Best investment Build the combat hero that matches your role; keep Zinman primarily for construction if that is his job. Jessie, Jasser and Seo-yoon remain important specialist joiners.
Gen 2 — Flint / Philly / Alonso
Flint · Philly · Alonso
Stats / role Infantry tank and frontline progression · Lancer healing/support · Marksman offensive damage.
Good at Flint is the major F2P frontline target; Alonso is a strong offensive Marksman option; Philly is primarily utility/healing.
Save Gems for Flint's Lucky Wheel cycle if you are F2P and need the Infantry replacement.
Gen 3 — Logan / Mia / Greg
Logan · Mia · Greg
Stats / role Infantry frontline · Lancer damage/support · Marksman damage.
Good at Mia is particularly valuable for Bear and offensive Lancer work; Logan strengthens the frontline; Greg improves Marksman output.
Gen 4 — Ahmose / Reina / Lynn
Ahmose · Reina · Lynn
Stats / role Infantry defensive specialist · Lancer combat · Marksman combat.
Good at Stronger garrison/defensive options plus another combat replacement cycle. Build the hero that fills your weakest troop type.
Gen 5 — Hector / Nora / Gwen
Hector · Nora · Gwen
Stats / role Infantry combat/frontline · Lancer combat/support · Marksman damage.
Good at Hector is a strong F2P-friendly Infantry investment; Gwen is a high-value Marksman combat option.
Gen 6 — Wu Ming / Renee / Wayne
Wu Ming · Renee · Wayne
Stats / role Infantry · Lancer · Marksman combat progression.
Good at Higher-generation combat replacement. Do not abandon a fully built prior hero for a low-star copy without comparing the complete build.
Gen 7 — Edith / Gordon / Bradley
Edith · Gordon · Bradley
Stats / role Infantry · Lancer · Marksman combat progression.
Good at Late-game combat replacement and specialized event roles. Bradley is the Marksman option to evaluate for damage/rally roles.
Gen 8 — Gatot / Sonya / Hendrik
Gatot · Sonya · Hendrik
Stats / role Infantry · Lancer · Marksman combat progression.
Good at Stronger combat roster with specialized kits. Compare expedition skills before assigning them to rally or garrison jobs.
Gen 9 — Magnus / Fred / Xura
Magnus · Fred · Xura
Stats / role Infantry · Lancer · Marksman combat progression.
Good at High-generation combat roles. Invest according to rally lead, garrison, Arena or Bear requirements instead of collecting all three automatically.
Gen 10 — Gregory / Freya / Blanchette
Gregory · Freya · Blanchette
Stats / role Infantry · Lancer · Marksman combat progression.
Good at Strong late-game combat specialization; Blanchette is a notable Marksman investment for offensive roles.
Gen 11 — Eleonora / Lloyd / Rufus
Eleonora · Lloyd · Rufus
Stats / role Infantry · Lancer · Marksman combat progression.
Good at High-generation combat replacement. Verify hero naming/order in your current client because community databases can display this generation in different class order.
Gen 12 — Hervor / Karol / Ligeia
Hervor · Karol · Ligeia
Stats / role Infantry · Lancer · Marksman combat progression.
Good at Late-game combat and specialized expedition roles. Compare skill effects rather than relying on generation number alone.
Gen 13 — Gisela / Flora / Vulcanus
Gisela · Flora · Vulcanus
Stats / role Infantry · Lancer · Marksman carry.
Good at Vulcanus is a major Marksman carry option; the generation is a strong late-game combat replacement cycle.
Gen 14 — Elif / Dominic / Cara
Elif · Dominic · Cara
Stats / role Infantry · Lancer · Marksman combat progression.
Good at Strong offensive/defensive specialization. Dominic is especially relevant when comparing Lancer rally and Bear roles.
Gen 15 — Hank / Estrella / Viveca
Hank · Estrella · Viveca
Stats / role Infantry durable fighter · Lancer debuff/Arena specialist · Marksman single-target damage.
Good at Estrella is excellent for Arena/debuff utility; Viveca is more single-target focused and can be valuable for Bear.
Gen 16 — Seigel / Ursar / Aisling
Seigel · Ursar · Aisling
Stats / role Seigel: Infantry wall. Ursar: Lancer rally/support. Aisling: Marksman damage/control/heal.
Good at Seigel is the defensive specialist; Aisling is the practical F2P Marksman carry and a strong Arena/Bear option when built.
Gen 17 — Aiden / Bertha / Eleanor
Aiden · Bertha · Eleanor
Stats / role Aiden: Infantry defensive/Arena. Bertha: Lancer rally support. Eleanor: Marksman offensive/rally.
Good at Aiden is the Lucky Wheel pickup. Bertha's first Expedition skill is useful as a rally joiner. Eleanor provides offensive damage and enemy-defense reduction; she is a spender-oriented Hall of Heroes project.
Bear Keep Aiden out of Bear joining. Evaluate Bertha and Eleanor by their first Expedition skills and your rally's existing joiner stack.

Mechanics-only tips worth knowing

Squad presets
Recent updates expanded saved Squad presets and added troop-ratio saving. Use dedicated formations for Bear, rally join, defense, gathering and event work instead of rebuilding marches every time.
Deployment preview
The deployment screen can show arrival timing and troop/formation warnings. Check it before sending a critical rally or reinforcement march.
Auto-Garrison
On servers where the feature is unlocked, Auto-Garrison can assign the strongest available heroes based on troop power. Treat it as a convenience setting, not a substitute for an assigned defensive lineup.
Alliance Auto-Help
The feature is tied to the Ultra Value Monthly Card and operates while you are online. Use it for routine Help requests, but keep combat marches available when leadership assigns them.
Secured alliance gathering nodes
Current game updates include placement reminders for R4/R5 and member notifications when a secured node is placed. Watch the alliance mail/notification system so the resource opportunity is not missed.
Troop ratio display
Current deployment and battle interfaces can display troop-type ratios. Use this to verify that your saved formation matches the alliance's event plan before sending.
Do not turn convenience features into combat assumptions. Auto-Help, Auto-Garrison, Balance and deployment previews are useful tools, but organized Bear Trap, Fortress, Stronghold, Castle and SVS formations should follow the alliance's assigned plan.

What to save before the next generation

Bear Trap — next-generation joiner rule

The skill matters more than the hero's name. When joining a rally, only the leftmost hero's first Expedition skill contributes to the rally's joiner-skill pool. As generations advance, replace an older joiner only when the new hero's first skill provides a better offensive buff or useful defense shred for the specific rally.
GenerationBear joiner watchUse / avoid
Gen 1Jessie · Jasser · Seo-yoon · JeronimoPrimary offensive joiner pool for this guide. Jeronimo is usually better as a captain when you have a strong rally.
Gen 2–3Check first Expedition skill before replacing Gen 1 joinersDo not replace Jessie/Jasser just because the hero is newer. Keep the best first-skill buffs.
Gen 4–16Use the strongest first-skill offensive buffs available to your accountHigher generation does not automatically mean better joiner skill.
Gen 17Bertha / Eleanor are the important new offensive candidatesBertha provides Squad Lethality support; Eleanor provides enemy Defense reduction. Aiden is defensive and is not a Bear joiner priority.
Hero verification: Generation timing and roster cross-checked against current 2026 community hero databases and roadmaps. Exact numerical stats should always be read from the live in-game hero screen because level, stars, skills and weapon change them. WoS Guru hero database · WSCO hero guides · WOS Forge hero database

Hero Portraits by Generation

All 65 heroes through Gen 17, including the complete Gen 1 roster. All portraits use the same WOS Heroes icon series; artwork loads from that community host.

Generation 1 heroes

Molly portrait
Molly
Natalia portrait
Natalia
Jeronimo portrait
Jeronimo
Zinman portrait
Zinman
Patrick portrait
Patrick
Sergey portrait
Sergey
Jessie portrait
Jessie
Bahiti portrait
Bahiti
Gina portrait
Gina
Seo-yoon portrait
Seo-yoon
Jasser portrait
Jasser
Lumak Bokan portrait
Lumak Bokan
Ling Xue portrait
Ling Xue
Eugene portrait
Eugene
Smith portrait
Smith
Charlie portrait
Charlie
Cloris portrait
Cloris

Generation 2 heroes

Flint portrait
Flint
Philly portrait
Philly
Alonso portrait
Alonso

Generation 3 heroes

Logan portrait
Logan
Mia portrait
Mia
Greg portrait
Greg

Generation 4 heroes

Ahmose portrait
Ahmose
Reina portrait
Reina
Lynn portrait
Lynn

Generation 5 heroes

Hector portrait
Hector
Norah portrait
Norah
Gwen portrait
Gwen

Generation 6 heroes

Wu Ming portrait
Wu Ming
Renee portrait
Renee
Wayne portrait
Wayne

Generation 7 heroes

Bradley portrait
Bradley
Edith portrait
Edith
Gordon portrait
Gordon

Generation 8 heroes

Gatot portrait
Gatot
Sonya portrait
Sonya
Hendrik portrait
Hendrik

Generation 9 heroes

Magnus portrait
Magnus
Fred portrait
Fred
Xura portrait
Xura

Generation 10 heroes

Gregory portrait
Gregory
Freya portrait
Freya
Blanchette portrait
Blanchette

Generation 11 heroes

Eleonora portrait
Eleonora
Lloyd portrait
Lloyd
Rufus portrait
Rufus

Generation 12 heroes

Hervor portrait
Hervor
Karol portrait
Karol
Ligeia portrait
Ligeia

Generation 13 heroes

Gisela portrait
Gisela
Flora portrait
Flora
Vulcanus portrait
Vulcanus

Generation 14 heroes

Elif portrait
Elif
Dominic portrait
Dominic
Cara portrait
Cara

Generation 15 heroes

Hank portrait
Hank
Estrella portrait
Estrella
Viveca portrait
Viveca

Generation 16 heroes

Seigel portrait
Seigel
Ursar portrait
Ursar
Aisling portrait
Aisling

Generation 17 heroes

Aiden portrait
Aiden
Bertha portrait
Bertha
Eleanor portrait
Eleanor

Pets — Beast Cage, Capture, Skills & Refinement

Pets are a long-term stat layer. They are useful for combat, events and utility. Your best investment is the pet/skill that fixes your current bottleneck.

Core mechanics

Investment rules

  1. Pick a role first: Bear/PvE, rally offense, garrison/defense, gathering/utility or general play.
  2. Prioritize useful skill breakpoints: a cooldown-based buff can be worth more when it is timed to a major event than when activated randomly.
  3. Do not spread refinement: one strong event-relevant pet is usually more useful than several half-built pets.
  4. Check event scoring: Pet advancement/refinement can be high-value in certain Alliance Showdown stages, so bank materials when appropriate.
  5. Watch mode rules: current battlefield systems may treat pet skills/stats as active by default; manual activation does not necessarily create a second stack.

Useful pet ladder

Pet groupUseDecision
Early petsLearn capture/level/refinement flow.Build the one whose skill helps your current account.
Mid petsMore specialized combat/event roles.Replace an old pet only when the new skill/stat layer actually improves your job.
Later combat petsCapacity, Attack, Defense, Lethality and event-specific effects become increasingly important.Coordinate with your hero/gear build rather than treating the pet as a separate project.
Endgame petsLarge account-wide combat multipliers.Refine around your primary march and event role.
Hidden advantage: pet buffs are best thought of as windows. If a pet gives a time-limited combat bonus, line it up with the action that earns the most value—Bear, a major rally, a war objective or another scoring window.

WSCO Pets Wiki · WSCO Beast Cage.

Labyrinth — Every Zone and Troop Ratios

Labyrinth covers heroes, pets, charms, research, chief gear and a combined Sunday challenge. Ratios below are community starting points, written Infantry / Lancer / Marksman. Scout each stage with the magnifying glass, inspect the battle report, and adjust for your own stats and hero skills.

ZoneOpenWhat countsStarting ratio
Land of HeroesMon–TueHeroes, Hero Gear, Exclusive Gear; up to 3 armies50 / 20 / 30 per march
Cave of MonstersWed–ThuPets and Pet Skills; multiple fights52 / 13 / 35; try 60 / 12 / 28 if Marksmen fall early
Charm MineWed–ThuChief Charms50 / 10 / 40 or 60 / 5 / 35
Research CenterFri–SatResearch and War Academy technology50 / 10 / 40 or 60 / 5 / 35
Gear ForgeFri–SatChief Gear50 / 10 / 40 or 60 / 5 / 35
Gaia HeartSunCombined expedition stats; your own troops, up to 3 armies50 / 20 / 30 per march

Against a roughly even enemy mix, test 55 / 17 / 28. For an enemy near 5 / 2 / 3, test 60 / 40 / 0; for 5 / 3 / 2, test 55 / 14 / 31. If Infantry dies first, increase its share; if Marksmen die first, try more Marksmen. A stat gap cannot always be solved by changing the ratio.

Most zones provide level 10 Labyrinth Explorers, while Gaia Heart uses your own troops. Clear stages 1–10 to unlock Raid next time that zone opens. Check live unlock requirements; a zone may be locked by furnace level or state age. Community ratios are suggestions, not guaranteed clears.

Labyrinth zones, rules and ratio research · Official wiki Labyrinth overview.

Experts — Long-Term Multipliers

Estimated unlocks: Agnes and Cyrille near Gen 3 (~day 120); Holger and Romulus may follow near day 150; Baldur, Fabian, Valeria and Ronne near Gen 4 (~day 195); Kathy near day 240; Gareth near Gen 5 (~day 270). Justus is planned after Gen 6 and October 2026 for eligible states. State age requirements changed in 2026. Check your state timeline and submit an unlock screenshot to confirm local timing. Portraits below are from the official game wiki.

Experts are infrastructure, not ordinary heroes. Build them around the activities you actually perform.
ExpertPrimary valueBest fit
Agnes Expert portrait AgnesCity / intel / shop utilityGeneral F2P anchor
Cyrille Expert portrait CyrilleBear / beast performanceBear specialists
Holger Expert portrait HolgerArena / hero combatArena-focused players
Romulus Expert portrait RomulusMilitary / rally capacityRally leaders
Baldur Expert portrait BaldurAlliance event / shop valueActive alliance members/officers
Fabian Expert portrait FabianFoundry / Tundra Arms combatWar-focused players
Valeria Expert portrait ValeriaSVS / state-war valueSerious SVS players/officers
Ronne Expert portrait RonneTundra Trade Route / trucksTruck-active players
Kathy Expert portrait KathyFrostfire MineFrostfire players
JustusUpcoming late-game ExpertPrepare only after live release details are confirmed
Gareth Expert portrait GarethTroop survivability / late-game combatHeavy combat / endgame players

Expert investment rule

  1. Use gifts to reach meaningful Affinity breakpoints.
  2. Use Books of Knowledge and Sigils on an anchor Expert before spreading them thin.
  3. Pause when the next skill level is poor value for your role.
  4. Do not exchange common/specific Sigils blindly—confirm the destination first.
  5. Officers should give different Expert advice to rally leads, Bear specialists, truck players and casual F2P members.
General F2PAgnes → Cyrille → Baldur, then specialize.
BearCyrille first, then the systems that improve your combat/gear pipeline.
Rally leadPrioritize military/capacity Experts after an economy anchor.
Truck playerRonne becomes more valuable when Trade Route is a regular activity.

WSCO Experts Wiki · WSCO Expert guide.

Current 2026 community references list Gareth in the later Expert generation and Justus as a future rollout after Gen 6. Treat unreleased Expert kits and dates as planning information only; the live Dawn Academy is authoritative.

Daybreak Island — Permanent Buffs, Clearing Strategy & Efficient Development

Daybreak Island is account development, not decoration. It is a permanent progression system built around the Tree of Life, Life Essence, Prosperity, Lumber Camps and island decorations. Treat it like another long-term power engine: push the progression that improves the account first, then decorate.

Unlock & the core loop

  1. Unlock: Daybreak Island opens through the Dock at Furnace 19. Confirm the live unlock panel on your account because state progression can affect newer island features.
  2. Clear: Lumber Camps send workers into the forest and clearing trees creates the space and resources needed for development.
  3. Collect: Life Essence is the island's main currency. The Tree of Life has a 12-hour storage cap, so letting it sit full wastes production.
  4. Build: Prosperity from decorations is used to reach Tree of Life and other progression requirements.
  5. Upgrade: Tree of Life first, then the production/utility pieces that accelerate the next milestone.

What actually matters

SystemWhy it mattersPriority
Tree of LifeCore progression, unlocks, Life Essence production and permanent account-wide bonuses.#1 until maxed
Lumber CampsClear the forest and accelerate the early Life Essence/clearing cycle. The official system allows up to 2.High early
Buff decorationsPermanent account bonuses plus Prosperity. Different eligible decoration types can stack; type limits matter.After core progression
TimbermillAfter the forest is fully cleared, the Lumber Camp system transitions and a Timbermill becomes the passive Life Essence source.Late island
Starry LighthouseLong-term endgame combat progression unlocked after Tree of Life 10; it uses its own blueprints/contracts.Long-term

The Lumber Camp trick — steer the clearing

This is one of the most useful non-obvious island tricks. Workers do not let you manually select a tree, but you can influence where they start by moving the Lumber Camp close to the trees you want cleared. Community testing also reports that water, fences and other placement obstacles can be used to narrow the workers' pathing. The official help confirms that workers start with trees near the Lumber Camp.
  1. Look across the island for blocked chests / unopened areas / dense tree clusters.
  2. Move the Lumber Camp toward the side you want cleared.
  3. Re-enter the island and watch the workers' starting direction.
  4. Use water, fences or other harmless obstacles to discourage them from taking an unwanted route.
  5. When the useful area is open, move the camp again and repeat.

You are steering the workers, not directly commanding them. Their exact target selection and online/offline calculations are not fully disclosed by the developer. The official help confirms that moving the camp toward desired trees influences where workers start.

Online vs. offline clearing

Tree of Life — progression before pretty buildings

Default rule: if you can afford the next Tree milestone, do not spend that Life Essence on cosmetics just because they look better.

Buff priority — what is actually useful?

Buff typeWhy you want itWho should prioritize it
Healing SpeedTurns directly into faster recovery after war and events. Extremely valuable during Castle/SVS periods.Everyone; especially war-active players
Troop DeploymentMore troops per march changes gathering, rallies, reinforcements and combat efficiency.Everyone
Attack / Defense / Health / LethalityPermanent combat power that applies across the account's relevant battles.Combat players and everyone preparing for later game
Research SpeedSaves time across months of development; particularly valuable for players pushing the tech tree.Long-term F2P/low spend
Construction SpeedCompounds over many buildings and prerequisites.Developing accounts
Rally Capacity / event utilityUseful when you regularly lead rallies or need more event throughput.Rally leaders / active officers

Decoration rules — don't waste Life Essence

  1. Check the Type Limit before buying. Once the active limit for a decoration type is reached, adding another copy does not give the same additional benefit.
  2. Different eligible decoration types can stack. Variety is normally better than buying five copies of one capped source.
  3. Upgrade useful copies instead of blindly duplicating them. The official Help Center confirms higher-bonus decorations receive priority when a type limit is reached.
  4. Retrieve carefully. Removing decorations lowers Prosperity and active stat bonuses until they are placed again.
  5. Do not confuse Prosperity with combat value. A cheap decoration can be useful for a Tree requirement, while a combat decoration can be worth far more for your account even if it is not the cheapest path.

Free / earned island progression

Paid / premium additions — spend with a plan

Premium does not change the correct order. If you spend, use it to accelerate a system you were already going to build rather than buying random decorations for Prosperity.

Starry Lighthouse — the long game

Island daily / weekly checklist

WhenDo thisReason
Every reset / morningCollect Tree Essence before storage caps.Prevents passive production waste.
When clearingMove Lumber Camp toward the next valuable forest area.Steers clearing toward chests/open space.
DailyCheck ally help opportunities.Extra Essence for both sides.
Before spendingCheck Tree requirement and decoration Type Limit.Prevents dead spending.
WeeklyCheck Daybreak Shop and limited/event rewards.Do not miss contracts or new progression materials.
Tree 10+Evaluate Lighthouse, accessories and Mark of Revival content.This is where long-term island optimization changes.

Island mistakes to avoid

Verified references

Official Daybreak Island Help Center: Daybreak Island FAQ. Official July 2026 update: Daybreak Island Improvements. Current community planning: WSCO Island Guide. Community clearing/testing: Reddit Island Guide.

Exploration & Arena — Build the Right 5

Exploration and Arena are hero-only modes. Your troop count, rally bonuses and Chief Gear do not decide these fights. The important inputs are your five heroes, their Exploration skills, levels, stars, Hero Gear and lineup positions. Community testing consistently puts a tank-heavy front line and a damage/control back line ahead of simply choosing the five heroes with the highest Power.

Season 1 F2P / low-spend five

PositionHeroWhyFocus
Front 1SergeyReliable Infantry tank and early defensive anchor.Level, stars and Exploration skills.
Front 2JessieStrong early F2P second front option and useful long-term rally joiner.Exploration combat skills; keep Expedition 1 ready for rallies.
Back 1MollyStrong Gen 1 damage/control and one of the best efficient Mythic investments.Exploration skills first for Arena/Exploration.
Back 2BahitiAccessible Marksman damage and strong early progression value.Exploration skills and enough stars to stay competitive.
Back 3GinaAccessible ranged damage plus excellent account utility.Exploration combat skills; keep her Expedition utility for hunting.
This five is a Season 1 F2P baseline, not a permanent lineup for every generation. A fully developed newer Mythic can replace an older hero when its Exploration kit and stars are actually stronger. Do not replace a developed hero with a new 1★ hero just because the new hero is Mythic.

Season 1 spender five

Jeronimo + Natalia are the premium Infantry options for the front line, with Molly, Bahiti and Zinman forming a strong Gen 1 back line. Arena guides commonly list this as the Gen 1 spender lineup.

Arena positioning rules

Exploration stage progression

  1. Early stages: concentrate EXP and skill resources on five heroes. Do not level the whole roster evenly.
  2. When the Hero Level Camp unlocks: use it to keep secondary heroes usable while your main five receive the direct investment.
  3. When a stage stalls: first check hero levels, stars, Exploration skills and Hero Gear before replacing the whole lineup.
  4. Against heavy frontline: increase sustained back-line damage and use the class counter where practical.
  5. Against burst/control: change positioning and test a different target order before spending rare resources.
  6. Do not chase Power alone. A properly built five with good Exploration skills can outperform a higher-Power but poorly configured team.

What to level first

1. Main 5
Keep the five core Arena/Exploration heroes close in level.
2. Exploration skills
These are the skills that actually operate in these modes.
3. Hero Gear
Use your strongest gear on the heroes you actually field.

Community cross-check: Season 1 F2P lineup references consistently identify Sergey/Jessie/Molly/Bahiti/Gina, while Arena references distinguish the F2P and spender lineups and confirm that only Exploration skills operate in Arena.

Hero Gear — What to Focus On

Unlock: Hero Gear becomes available at Furnace Level 15. The four slots are Headgear, Gloves, Belt and Boots.
Hero Gear is not the same as Chief Gear. Hero Gear is attached to individual heroes and supplies hero stats plus Command stats. For battlefield investment, focus your gear on a small number of main heroes rather than spreading it across the roster.
Hero troop typePriority piecesPriority statPractical rule
InfantryGloves + BeltHealthThese are the two priority pieces for your main Infantry hero.
MarksmanHeadgear + BootsLethalityThese are the two priority pieces for your main Marksman hero.
LancerHeadgear + BootsLethalityThese are the two priority pieces for your main Lancer hero.

The 3-hero gear rule

Enhancement vs Mastery

Bear Trap gear priority

If Bear Trap score is a major objective, your Marksman Lethality gear is an especially strong early target because Marksmen make up the largest share of common Bear Trap formations. This is a progression strategy, not a rule that Infantry gear is worthless.

Exclusive Gear

Exclusive Gear is hero-specific and is much more resource-gated. Treat it as a targeted investment for your best long-term heroes. Do not scatter Widgets across a large roster. For a rally-focused player, prioritize the Expedition-side effects of the hero you actually use as a lead.

Chief Gear & Chief Charms

Chief GearSix pieces; broad troop Attack/Defense coverage plus set bonuses.
Chief CharmsThree charm slots on each Chief Gear piece; Health/Lethality for that troop type.

Chief Gear priority

  1. Infantry — Jacket + Pants.
  2. Marksman — Ring + Cane.
  3. Lancer — Helmet + Watch.

Infantry-first is a sound general-purpose order because Infantry are the frontline. If Bear Trap scoring is your immediate priority, pushing Marksman investment earlier is also defensible because Marksmen are your primary Bear damage component.

Chief Gear & Chief Charm Fast-Track — unlock the material exchanges

Do not reforge your gear just to fix progression. Reforging Hero Gear Mastery can return only 50% of invested Essence Stones. This guide does not recommend using gear reforge as a normal optimization technique.
The useful fast-track is the material-exchange unlock. Chief Gear and Chief Charms have separate exchange systems. Push the required milestone on one item, unlock the exchange, then use surplus materials to correct your material balance instead of wasting resources on unnecessary gear resets.

Chief Charms — get one charm to Level 11

  1. Furnace 25: Chief Charms unlock.
  2. Fast-track one charm to Level 11. Level 11 is the key breakpoint because reaching it unlocks the Chief Charm Material Exchange.
  3. Once the exchange is unlocked, use it to convert excess Charm Designs/Guides into the material you are short on. This is the correct way to fix an uneven material inventory.
  4. Do not rush every charm past 11 just because the exchange is unlocked. After Level 11, Jewel Secrets enter the cost at Level 12 and higher, so plan the next levels around your role and event timing.
  5. For most PvP accounts, build Infantry first, then Marksman/Lancer according to your current troop and hero meta. For Bear-focused accounts, Marksman can move ahead.

Chief Gear — build toward the Chief Gear Material Exchange

  1. Furnace 22: Chief Gear unlocks. Keep improving the six pieces rather than spreading resources into unrelated systems.
  2. Build the quality/set structure first. Three matching-quality pieces activate the Defense set bonus; six activate the Attack set bonus.
  3. Long-term exchange breakpoint: reaching Mythic T2 with three stars on one Chief Gear piece unlocks the Chief Gear Enhancement Material Exchange.
  4. Once unlocked, use the exchange to rebalance Hardened Alloy/Polishing Solution and other Chief Gear materials when needed instead of chasing power by upgrading random pieces.
  5. For normal PvP progression, Infantry is the usual first priority, followed by Marksman and Lancer. If your account is specifically built around Bear Trap damage, Marksman investment can take priority.

F2P fast-track

  1. At Furnace 25, pick one sensible Chief Charm slot and push it to Level 11 to unlock the Charm Material Exchange.
  2. Use the exchange to correct material shortages, then bring your priority charms up in a controlled spread rather than dumping everything into one slot.
  3. For Chief Gear, work toward the Mythic T2 3-Star exchange breakpoint on one piece while maintaining useful set progress across the six pieces.
  4. Save rare materials for event windows when the upgrade scores points, but do not delay an upgrade that unlocks an important permanent account breakpoint if waiting would slow your overall progression.

Whale / heavy-spender fast-track

  1. Unlock both material exchanges as early as your account progression allows.
  2. Use the Charm Level 11 breakpoint to convert excess materials and accelerate the entire charm system rather than overfeeding one slot.
  3. Push Chief Gear quality and the three-star Mythic T2 breakpoint efficiently, then use the material exchange to smooth bottlenecks.
  4. Keep the upgrade target tied to your actual combat role: Infantry survivability, Marksman damage/Bear performance, or Lancer investment based on the current generation meta.

Remember the systems are different

Chief Gear gives broad Troop Attack/Defense and set bonuses. Chief Charms add Health/Lethality to the troop type associated with each gear piece. Hero Gear Mastery/Reforge is a separate system and should not be mixed into this Chief Gear/Chief Charm fast-track.

What to prioritize by role

  1. Infantry charms for broad combat survivability.
  2. Marksman charms for offensive/Bear Trap performance.
  3. Lancer charms after the first two groups are established.
The important distinction: Chief Gear gives Attack/Defense and set bonuses; Hero Gear and Chief Charms provide valuable Health/Lethality paths. Do not treat all three systems as interchangeable.

Endgame Readiness — Build the Account You Will Need Later

The endgame is a layered stat problem. You eventually have to make troops, heroes, Chief Gear/Charms, Hero Gear, pets, Experts, Fire Crystal Tech/Flame Tech, buildings, VIP, skins, alliance tech and event buffs work together.

Before a major war week, run this audit

LayerCheckWhy
TroopsBest available tiers trained; camps aligned; wounded under control.Raw troop count and tier determine whether your buffs can actually be converted into battlefield power.
HeroesCorrect generation for the job; key expedition skills leveled.Newer does not automatically mean stronger when the old hero is fully developed.
GearChief and Hero Gear assigned to the march that will actually fight.Stats sitting on the wrong hero are not helping the intended march.
PetsRole-appropriate pet and relevant skill window ready.Pet stats and skills are now part of many battlefield calculations.
ExpertsAffinity/skills at useful breakpoints.Permanent multipliers compound over months.
FC / researchPermanent upgrades complete; no idle queues.These are account-wide layers that follow you into every generation.
HealingInfirmary capacity, Embassy help, speedups and rotation plan.A powerful march that cannot recover is a one-fight march.
MobilityAdvanced/Alliance/Territory Teleports and presets ready.Late-game objectives are often decided by arrival timing.
InformationBattle reports, enemy stats, target coordinates and alliance calls understood.Good information prevents you from spending troops to discover what a scout/report could tell you.

Prepare 7 days before a major event

  1. Stop non-essential spending.
  2. Check the next event's scoring categories.
  3. Refill stamina, teleports, healing supplies and march presets.
  4. Move important heroes/gear into dedicated presets.
  5. Ask leadership which resources are reserved for the state/alliance push.
  6. Keep one reserve march available for emergency reinforcement.

Prepare 24 hours before

What actually makes an account “strong”?

Usable power per objective. A player with fewer total Power but correct rally heroes, strong troop tiers, a deep first march, good healing, teleports, correct buffs and discipline can be more valuable than a larger account with scattered upgrades.

PLAYER — FIELD, MOBILITY & COMBAT

Healing & Batch Healing — General Game Strategy

This is not a Foundry mechanic. Batch healing is a general healing-management tactic. Foundry's separate mechanic is leave → heal → 12-minute return.

Why batch healing can help

Travel / event recovery

Teleporting — Move Your City Without Wasting the Good Items

Rule: use the cheapest teleport that gives you the position you actually need. Save Advanced Teleporters for exact placement, combat staging and emergencies.
TeleportWhere it sends youBest useKey limitation / cost
AdvancedYou choose a valid location.Exact hive/event/PvP positioning.If no item is available, the game can offer the move for 4,000 Gems. Cannot normally place directly in enemy Alliance territory.
AllianceNear your current R5.Following the leader to an objective.Destination follows the R5, so check the leader's location first.
TerritoryNear your alliance's highest-level HQ; current versions let you adjust the landing location before confirming.Return to your hive/alliance territory.Best when returning home; current versions prioritize Territory Teleport when the chosen destination is within Alliance territory.
RandomRandom valid location in the state.Emergency escape or cheap repositioning.No control over the exact landing location.

How to use an Advanced Teleporter

  1. Recall active marches when the game requires it.
  2. Open the World Map and tap the destination.
  3. Select Teleport and choose Advanced Teleporter.
  4. Move the placement until the city's required tiles are valid, then confirm.
  5. For combat, leave room around the landing area and know your exit plan before jumping.

How to get back to the hive

How many should you keep?

There is no universal magic number because event frequency and your role change demand. A practical player reserve is several Advanced Teleporters plus a few Alliance/Territory Teleporters; active R4/R5 combat players should maintain a larger reserve. Prioritize discounted shop purchases rather than routinely paying the 4,000-Gem fallback.

Teleport mistakes

Current mechanics: Territory Teleporters can be adjusted before confirmation. If the destination is inside Alliance territory, the Territory Teleporter is used first. Repeated Advanced Teleports can have escalating item consumption during the relevant cooldown, so read the in-game prompt before chaining them.

March Presets — Make Bear Trap Fast

Preset goal: remove hero-selection mistakes during Bear Trap. Your first-slot hero controls the joiner skill; the other two heroes mainly increase your march capacity when you are joining.

Recommended preset order

PresetSlot 1Slots 2–3Purpose
Bear LeadYour strongest Bear captainYour other two strongest captain heroesStarting your own rally
Bear Join 1JessieAny two heroesPrimary offensive joiner
Bear Join 2JasserAny two heroesSecond offensive joiner
Bear Join 3Seo-yoonAny two heroesThird offensive joiner
Bear Join 4Jeronimo, if availableAny two heroesUse only when Jeronimo is not needed as your stronger captain
Troops OnlyNoneNoneExtra march after approved joiner heroes are committed

How to build the presets

  1. Open your Profile.
  2. Go to the Troops tab.
  3. Tap Squads. This is the screen where you set and save your march formations.
  4. Build the squad first: choose your heroes, troop types and troop amounts.
  5. Tap Save. The game asks which preset to use and gives you a 3-character preset name.
  6. Use short names that are easy to recognize during a battle. A simple Bear Trap system is BT1, BT2, BT3, BT4 and so on.
  7. For rally presets, use a consistent naming system such as RjA = Rally Join Attack and RjD = Rally Join Defense.
  8. For each joiner preset, put the approved hero in Slot 1 before saving it.
  9. Use the same troop ratio in every Bear joiner preset so you do not have to rebuild your troops between rallies.
  10. Keep lead presets separate from joiner presets. A captain needs a full combat lineup; a joiner needs the correct first-slot skill.
  11. When Bear starts, use the strongest rally first. Then use the next approved joiner preset as marches return or become available.
Easy naming system: BT1–BT4 for Bear Trap formations; RjA for Rally Join Attack; RjD for Rally Join Defense. Keep the names short so you can identify the correct squad quickly on a phone.
Important: Do not save Jessie, Jasser, Seo-yoon or Jeronimo in the wrong first slot. The game reads the first hero's first Expedition skill when you join another rally.

Rapid Deployment — The Lazy Man Way

Fast rule: Use a saved preset for the hero selection, then tap Balance on the deployment screen before sending. This is the quick way to get several marches moving without manually rebuilding every troop count.

Rapid Deployment

Use this when speed matters more than exact composition.

Preset + Balance workflow

  1. Open the target, rally or deployment screen.
  2. Load the correct saved preset for the heroes you need.
  3. Tap Balance.
  4. Check the troop counts and the game's deployment warning.
  5. If it says Succeed, send it.
  6. If it says Difficult, understand that the march may be a poor fight even though the game allows it.
  7. If it says Won't go, do not force it. Reduce the deployment, change the target or wait for troops to return.
Important: Balance is a convenience button. It does not know your alliance's Bear Trap ratio, PvP counter plan or defensive SOP. For organized combat, use the saved formation your leadership assigned.

Manual formation method

For exact control, set the Infantry / Lancer / Marksman percentages yourself or enter troop counts manually, then save that formation. Community formation guides recommend saved formations for fast event deployment and clear separation of offense and defense presets. Formation guide · WSCO formation guide

Combat Doctrine — Pick the Right Hero for the Job

Hero choice changes what a rally does. Do not use the same Slot 1 hero for every situation. When you join a rally, only the first Expedition skill of your Slot 1 hero contributes to the joiner-skill pool. When you lead a rally or command a garrison, your own heroes and their Expedition skills matter. This distinction is critical in Castle, Fortress, Stronghold, HQ and normal PvP battles.

Quick hero rule

Attack rally joiners use the approved offensive Slot 1 hero. Defensive/garrison joiners use the approved defensive Slot 1 hero. Bear Trap has its own fixed Gen 1 joiner list in the Bear Trap section. Do not mix attack and defense joiner roles.

Battle Technique — Steady Garrison Refill

Heavy battle rule: Do not wait for a Castle, Fortress, Stronghold or HQ garrison to become empty before reinforcing it. In a prolonged fight, keep a steady flow of refill marches moving toward the same garrison as troops are lost.
Refill march
Troops sent to keep the existing garrison supplied. The existing garrison heroes stay in place.
Hero swap
Replacement hero march arrives first, then the old garrison march is recalled. The new heroes take over the garrison.
Castle example: Your defensive heroes are holding Castle. Keep sending refill marches as losses occur. If you need to change the heroes, send the new defensive lineup toward Castle, time its arrival, then recall your own old lineup. Continue the refill stream after the swap.

Castle, Fortress, Stronghold and HQ battles

Scout before you commit

Do not attack blind. Scout important enemy cities, facilities and defensive positions first. Read the troop count, troop composition, troop tier, defending heroes where visible, reinforcements and other available information. Then decide whether to attack, counter the formation, rally, reinforce, or walk away.
  1. Scout. Never assume the visible Power number tells the whole story.
  2. Check counters. Infantry counters Lancers, Lancers counter Marksmen, and Marksmen counter Infantry. Use the counter system when the situation allows it.
  3. Check reinforcements. A city that looks weak can become a completely different target once allies reinforce it.
  4. Check your own losses. Do not start a fight that can overflow your Infirmary or leave your alliance without enough troops for the next objective.
  5. Use a rally when the target is beyond your safe solo range. Coordinated power is safer than repeatedly feeding individual marches.
  6. Abort bad attacks. A scout report that makes the target unattractive is a successful scout, not a reason to attack anyway.

How to Read a Battle Report — Turn the Loss Into a Counter

A battle report is not just a win/loss screen. It is your post-fight diagnostic. Read it in order: troops → casualties → stat bonuses → hero skills → battle details → next decision. Do not change five things at once; identify the largest mismatch first.
Whiteout Survival battle report showing Troop Power Comparison and Stat Bonuses
Your supplied example: Troop Power Comparison + Stat Bonuses. This is the first page to study.
Whiteout Survival battle report showing Stat Bonuses
Your supplied example: the Stat Bonuses panel. Compare each troop class separately.

1. Start with the troop numbers and tier

2. Read the Stat Bonuses row by row

The report compares Attack, Defense, Lethality and Health for Infantry, Lancers and Marksmen. The official Help Center confirms the report can include buffs/penalties, Position Perks, Pet skills, Chief Gear, Hero Gear, Tech Research, Alliance Territory buffs, castle skin, Hero Exclusive Gear and Hero Talent bonuses. Hero skill bonuses are not shown in these stat rows. Official Battle Report bonus reference

RowWhat it tells youHow to use it
AttackOffensive stat for that troop class.Look for a meaningful deficit in the troop class doing your damage. Do not judge the entire fight from one row.
DefenseSurvivability against incoming damage.If your frontline collapses quickly, examine Infantry Defense/Health before blindly adding more DPS.
LethalityOffensive combat pressure that helps convert attack into kills.Large lethality gaps can matter, especially when the affected class is attacking the opponent's vulnerable class.
HealthHow much punishment that troop class can absorb.Low frontline Health can cause your backline damage to disappear because the fight reaches the rear too quickly.
Do not use “most green rows = automatic win.” The rows are inputs, not a simple scorecard. Troop count, tier, formation, hero skills, rally/garrison mechanics and battle type all affect the result.

3. Open the ! next to Stat Bonuses

Use the special-bonus detail to find where the difference actually came from: gear, research, pets, territory, skins, position perks and other temporary or permanent bonuses. If your raw hero investment looks similar but the report is far apart, this panel often exposes the missing source.

4. Open Battle Details — this is where hero performance becomes visible

The Battle Details page shows hero skill activity and trigger counts. Community battle-report analysis uses these trigger counts to judge how long the fight lasted and whether a skill was actually contributing. Remember that the official report stat rows do not include Hero Skill bonuses; the battle details are therefore a separate piece of the diagnosis.

5. Apply the counter triangle — but only after reading the report

Infantry → Lancer
Infantry has the favorable counter relationship against Lancers.
Lancer → Marksman
Lancers have the favorable counter relationship against Marksmen.
Marksman → Infantry
Marksmen have the favorable counter relationship against Infantry.

Use the triangle as a decision framework, not a guaranteed calculator. Community doctrine uses Infantry → Lancer → Marksman → Infantry, while the official combat FAQ explains that units normally target the front row first and that some Lancer/hero skills can hit the back row directly. Community troop-counter reference

6. Decide: solo, rally, reinforce or walk away?

If the report/scout shows…Better decisionReason
Clear favorable stats + favorable troop counter + manageable troop countSolo may be reasonableYou have multiple advantages and enough margin to absorb variance.
One major weakness but otherwise closeConsider a rallyMore troops and additional rally/joiner skill effects can close the gap.
Enemy frontline greatly outlasts yoursDo not feed solo marchesOnce your front line disappears, the fight can move rapidly into your damage rows.
Enemy has a strong counter formation or major stat advantageRally or disengageA bad solo fight rarely becomes good because you are impatient.
Target is a defended facility/garrisonFollow the alliance rally planRally/garrison mechanics and assigned heroes matter more than a generic solo template.
There is no honest “you will win at X% Power” rule. Power is a broad account metric. Use scouting, troop tier/count, the counter relationship and the actual battle report. If the target is important and the margin is not obvious, rally.

7. Build the counter from the report

  1. Find the first collapse. Which troop class ran out first?
  2. Find the biggest stat mismatch for that class. Attack? Defense? Lethality? Health?
  3. Find the cause. Open the special-bonus details and Battle Details.
  4. Fix one major variable first. Example: improve the weak troop class's gear/research, change the formation, or use the appropriate hero.
  5. Run the next fight with the new setup. Compare the second report to the first.
  6. Save the lesson. If the same opponent or objective appears again, your alliance now has a tested counter instead of a guess.

Example — how to read your supplied report

In the supplied screenshot, the left side has substantially higher displayed Stat Bonuses across the troop classes, while the Troop Power Comparison also shows a large difference in troop counts. That is useful evidence, but it is not enough by itself to reverse-engineer a universal win formula. The next questions should be: what were the actual troop tiers, what were the casualties, what did Battle Details show, and which special bonuses created the stat gap? That is how you turn this specific report into a repeatable counter.

Battle-report habit: Save important reports before they age out. Current developer feedback announced an increase in Battle Report capacity from 350 to 500, but older reports can still be removed when the storage limit is reached.
Verification: Official Whiteout Survival Combat FAQ and Battle Report bonus documentation were cross-checked with current community battle-report analysis and troop-counter guides. The supplied screenshots are used as worked examples and are not treated as universal combat formulas.

Reinforcement strategy

Ghost City Strategy — Hide Troops When You Are Low on Shields

Ghosting means taking your troops out of your exposed city. When you are low on shields, send troops to alliance banners, Alliance HQ, or trusted allied cities as reinforcements. The goal is to leave your city empty or nearly empty so enemy attacks have little or nothing to hit.
Simple rule: Low on shields? Do not leave your whole army sitting at home. Park troops in a safe alliance banner/HQ or reinforce a trusted protected player, keep your city light, and keep enough mobile troops available for the next call. The safety of the hiding location depends on the current territory and attack rules, so always verify the map first.

Simple battlefield decision tree

Enemy attacking?
Reinforce → defensive Slot 1 → protect the objective → preserve reserves.
You are attacking?
Scout → choose counter/formation → offensive Slot 1 → rally → reassess before committing more marches.
Facility captured?
Stop thinking like an attacker. Switch to garrison defense and keep reinforcements moving.
Enemy rally incoming?
Identify target → reinforce or evacuate as ordered → do not feed isolated marches into the rally.
The rule to remember: Jessie for offensive rally joining. Patrick for defensive/garrison rally joining. The actual rally leader uses a different decision: use the strongest complete three-hero combat setup for the job.

⚡ Quick-Switch: Attack → Defense Without Leaving a Gap

In Castle, Fortress, Stronghold and HQ fights, capturing the objective is only the first half of the job. The moment your side takes the building, the operation changes from attack to hold. Your next priority is getting defensive joiner skills into the garrison without creating an avoidable empty window.

Method A — One at a time
Recall your own offensive march, change the lead hero to Patrick, and resend. Do this when the battle tempo allows it. It is the safest method for players who are still learning the timing.
Method B — Seamless hot-swap
Send the defensive march toward the same garrison first. Watch its arrival timer. When it is roughly 1–3 seconds from landing, recall the offensive march already inside the garrison. The defensive march then arrives immediately after the old march leaves, minimizing the gap.
Practical sequence: Attack with Jessie → capture the objective → send your Patrick defensive march toward the garrison → wait until Patrick is about 1–3 seconds from arrival → recall your own Jessie march → let Patrick enter → continue reinforcing the defense. The exact timing depends on march travel time, lag and server ticks, so practice before using it in a decisive battle.
Advanced coordination: Attack players use Jessie; defense players use Patrick. This lets the alliance change modes quickly instead of having everyone decide during the battle.
PLAYER — EVENTS

Event Master Book — What to Do, What to Save, What to Ignore

Never play an event in isolation. The strongest accounts make one action pay twice or three times: a troop train can score a development event, Alliance Mobilization and KOI/SvS; a Beast kill can score stamina events, Intel and alliance objectives; a hero upgrade can wait for a Hero Development scoring day.
System / eventBest habitSave forCommon mistake
Hall of Chiefs / King of IcefieldMatch spending to the day theme; claim thresholds first.Speedups, hero items, FC, gear/charm materials, troops.Spending a week's worth of materials on the wrong day.
SVS PreparationFollow the state call sheet and bank the correct categories.Construction/research/training/hero development stock.Using everything before the state announces its push.
Lucky WheelUse Gems/chips on the generation you actually want.Gems and Lucky Chips.Spending Gems on random shop items instead of a planned hero.
Alliance MobilizationTake missions that overlap with activity already planned.Enough normal activity to finish high-value missions.Burning SVS reserves for a bad mission.
Alliance ShowdownCoordinate the alliance's scoring categories and truck timing.Event-appropriate resources and Truck Vouchers.Leaving the alliance before participation locks.
Bear TrapUse correct captain/joiner heroes and a preset.Stamina/formation readiness and your best Bear heroes.Random Slot 1 heroes or wasting your strongest lead on a weak rally.
Foundry / Frostfire / CanyonFollow objective calls; rotate healing and marches instead of solo chasing.Healing capacity, teleports, combat-ready squads.Winning fights but losing the objective.
Sunfire / CastleAssign rally/garrison jobs before the battle.Teleports, troops, healing, buffs.Everyone acting independently.
Mia's FortunePreview the pool, choose the bottleneck reward, control token depth.Fortune Tokens.Assuming every cycle must be cleared.
SnowbustersRescue survivors early, manage fuel/health, stack temporary tools.Nothing that is stated to carry over; use expiring fuel during the event.Opening fuel supplies you cannot spend.
Fishing TournamentUpgrade the fishing kit and learn the cast/reel pattern.Fishing Tokens and collection progress.Ignoring collection/permanent rewards while chasing one score.
Mercenary PrestigePick the highest difficulty you can reliably clear and manage stamina.Stamina and enough time to finish all personal targets.Choosing a tier you cannot finish.
Tundra Trade RouteUse free refreshes/vouchers; evaluate cargo against raid risk.Truck Vouchers.Chasing rarity while ignoring the probability of a successful escort/raid.
Pets / Treasure HuntCapture consistently and refine around your actual role.Pet food/marks/books as applicable.Spreading refinement across every pet.
Experts / Dawn AcademyPick one or two role anchors and use breakpoints.Books, gifts, Sigils and time.Maxing every Expert evenly.
Seasonal / mini-eventsRead carry-over wording before hoarding.Only currencies/items explicitly marked to persist.Assuming an event token survives its event.

Universal event rule: bank → align → execute

  1. Bank: keep resources until you know what the next scoring window rewards.
  2. Align: choose the event, daily theme, alliance call and account bottleneck.
  3. Execute: spend the minimum amount needed to reach the reward breakpoint you actually want.
  4. Recover: refill marches, healing, stamina and queues immediately so the next event does not catch you empty.

Events worth learning even if you are not competitive

Learn the rules of SVS, KOI, Alliance Showdown, Bear Trap, Foundry, Canyon Clash, Sunfire, Frostfire Mine, Tundra Trade Route, Mercenary Prestige, Mia's Fortune, Snowbusters and Fishing Tournament. You do not have to rank highly in all of them. Understanding them prevents accidental waste and makes you useful to your alliance.

Player Event Dossiers — Snowbusters, Mia's Fortune & More

Category: Player-facing and mixed events. Alliance-controlled battle events are grouped under Alliance Events & War.

Snowbusters — play the mini-game for account value

Snowbusters secret: do not spend your best temporary tools on a bad section. Use the easy milestone stages to move quickly and conserve Fuel for the harder stages.

Mia's Fortune — token economics, not “just luck”

Mia's rule: free tokens first → choose the bottleneck → inspect the board → use multiplier windows intelligently → stop when the next pull is no longer worth the token cost.

Fishing Tournament — learn the kit, then farm the collection

Mercenary Prestige

See Mercenary Prestige and Boss Hunt for personal challenges, stamina planning, Captain rules and copyable alliance messages.

Dreamscape Memory — do not waste the timer

Seasonal-event carry-over rule

Never assume a currency carries over. Read the event's own “carry over / reset” wording. Snowbusters Fuel, for example, resets; some supply chest items persist. Apply the same rule to every mini-game.

References: Official Snowbusters Help · WSCO Mia's Fortune · Official March 2026 update · Official Canyon Clash · Official Frostfire Mine.

Current Snowbusters update notes

Frostfire Mine — Complete Strategy, Skill Tree, Timing & Ratios

This is a 30-minute individual battlefield. Your troops are not permanently lost. The goal is Orichalcum, not city destruction. Existing wilderness/gathering march-speed bonuses do not apply; Frostfire skill march speed does.

Current reference points: Furnace 16+; same-day registration/fight; seven commonly listed time slots (02, 05, 11, 14, 16, 18, 21 UTC); three mine zones; two Vein Outbursts; Smelter opens for the final 7:30. Use the live event panel if your state/client shows different scheduling or rules.

The 5 skill stages — know what every choice does

StageXPLeft choiceRight choiceDefault route
1200+1,080 Orichalcum/min+1,500 Orichalcum per defeated patrolRIGHT for Hunt / patrol strategy
2500+12,000 troops per march+25% battlefield march speedRIGHT
3900+5,000 when you occupy a common vein, once/min+5,000 when you fail to occupy a common vein, once/minLEFT for most players
41,500+15% Orichalcum gathering efficiency in veins-30% hero recovery timeLEFT for gathering / standard RRLLR
52,300Mine Armory: +66% troop damage for 60s; 5m cooldownMine Armory: +50% gathering speed for 60s; 5m cooldownRIGHT for the standard RRLLR route
Most common community route: RIGHT → RIGHT → LEFT → LEFT → RIGHT (RRLLR). This is a strategy choice, not a permanent game rule. It favors patrol points early, movement, reliable vein points, gathering efficiency and the final gathering-speed active skill. Community players also use alternate routes when their account strength or preferred strategy makes the other branch more valuable.

Ratios and march setup

30-minute plan — stage by stage

TimeWhat to doWhy
Before startUse the 2:30 preparation window to identify nearby patrols, mine density and strong players. Pick a low-congestion area.Your first minute should not be spent searching.
0:00–skill 1Attack Mine Patrols continuously. Take RR at stages 1–2 if using the standard Hunt route.Patrols give XP and the first two right skills immediately improve scoring/movement.
After skill 2Keep hunting patrols. Do not abandon patrols just to sit on low-value veins.Community testing consistently finds patrols to be the reliable F2P/low-spender point engine.
Skill 3Take LEFT in the standard route. Occupy a vein or otherwise trigger the 5,000/minute mechanic when practical, then return to patrols.The trigger is once per minute, not once per attack. Do not spam attacks expecting multiple bonuses in the same minute.
8–10 minRecall marches before the first Vein Outburst and be ready to occupy multiple outburst veins.Outbursts are one of the largest point windows.
10–18 minAfter the outburst, return to patrols or a safe L2/L3 vein. Teleport if your area becomes crowded.Dead travel time and contested mines cost points.
18–20 minRepeat the outburst routine: recall early, position, take as many short outburst gathers as you can safely secure.The second outburst is another major scoring window.
20–22:30Rebuild XP/score rhythm. Strong players can contest L3; weaker players should prefer reliable L2/outskirts.A safe continuous score beats repeated failed attacks.
22:30–30:00Smelter opens for the final 7:30. Strong players can fight for it; weaker players should not burn the entire endgame trying to hold it.Smelter occupation ranking can add a large bonus, but losing repeatedly can destroy your scoring rhythm.
Final minuteUse remaining marches immediately. Grab nearby loot/orichalcum and do not leave queues idle.Small recovered points can decide close rankings.

Three practical strategies

F2P / Hunt: Kill patrols for most of the match. Use the standard RRLLR path, exploit the once-per-minute Stage 3 trigger, hit both outbursts and only take veins you can safely hold. If an area is crowded, teleport away. This approach can score very well without owning the center.
Mid-power / Hybrid: Farm patrols until your key skills are unlocked, then keep most marches hunting while 1–2 marches gather. Pull everything back for outbursts. Take L2/L3 when uncontested and contest the Smelter only when the timing and matchup justify it.
Whale / Smelter: Use patrols and skill XP early, contest L3 and the Smelter, and use teleport/speed advantages to arrive first. Do not assume the Smelter is automatically correct: if a stronger player will immediately eject you, the patrol/outburst strategy may produce a better personal score.

Community-tested tricks worth knowing

Sources: Whiteout Survival Wiki — Frostfire Mine · Reddit community strategy — 2026 · Reddit F2P discussion — 2026

Cave of Monsters — Every Stage, Ratios & Battle-Report Method

Cave of Monsters is a Labyrinth zone focused on Pets and Pet Skills. It is a single-army fight with no heroes. The Labyrinth gives you multiple attempts because only losses consume an attempt, so use failed fights to tune the ratio rather than guessing.

Current Labyrinth references place Cave of Monsters on Wednesday/Thursday and report it as a one-army zone using the Pet/Pet Skill portion of your account. The exact live schedule and unlock timing can vary with state progression, so the client is authoritative.

Starting ratio

Start at 55 / 15 / 30 — Infantry / Lancer / Marksman. This is a starting point, not a guaranteed best ratio. Community guides agree that Lancers should generally stay relatively low, commonly around 10–20%, but your pet stat distribution can make a different mix win.

Stages 1–10 — practical ratio table

StageStart hereIf you loseWhat to check
155 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
255 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
355 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
455 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
555 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
655 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
755 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
855 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
955 / 15 / 30Try again once; if it still fails, change one troop type by ~5%.Pet attack/defense/health/lethality distribution; battle report casualties; which troop type is carrying damage.
1060 / 10 / 30If the Infantry-heavy milestone blocks you, try 65 / 10 / 25. If that still fails, use the battle-report loop instead of blindly adding Infantry.Stage 10 is a milestone-style enemy and is commonly reported as much more Infantry-heavy than normal stages.

The 5% adjustment method — use this after every failed stage

  1. Run 55/15/30 first. Do not start by copying somebody else’s extreme ratio.
  2. Open the battle report. Look at your remaining troops and casualty pattern.
  3. If Infantry collapses early, add Infantry and remove 5% from the troop type that is least useful in that fight.
  4. If Marksmen are surviving but damage is low, add Marksmen in 5% steps.
  5. If Lancers are doing little work, reduce them toward 10%. Do not assume 20% is mandatory.
  6. Re-run the same stage. Because wins do not consume the daily attempt, keep pushing while you are winning.
  7. When a ratio clears a stage, save it. The weekly reset means your tested ratio becomes reusable knowledge rather than something you have to rediscover.

Why your ratio may differ from another player

Quick Cave checklist

Before entering
Set 55/15/30. Make sure your strongest relevant Pet Skills are active/leveled. Do not waste time rebuilding heroes—the zone does not use them.
Stages 1–9
Push continuously while winning. On a loss, use Challenge, not blind Retry, if you intend to change the formation.
Stage 10
Expect a harder Infantry wall. Try 60/10/30, then 65/10/25 if needed, and use the battle report to make the final adjustment.
Weekly reset
Record the winning ratio for each milestone. Raiding saves time after the zone is cleared to the required stage, but it does not replace pushing new stages.

Sources: WoS Guru — Labyrinth · Vortex Gaming — Labyrinth strategy

PLAYER — CONVENIENCE & AUTOMATION

Convenience, Automation & March Management

Automation systems — keep these separate

Auto-Help, Auto Hunting and Auto-Join are different systems. Keeping them together here prevents their controls and use cases from being scattered through alliance leadership material.

Auto-Help vs. Auto-Join — two completely different systems

Do not confuse these. Auto-Help is an alliance-support convenience feature. It automatically helps eligible alliance requests while you are online. Auto-Join uses your march queues to join eligible rallies. They solve different problems and should be managed separately.
Auto-Help
Helps alliance members with eligible construction, research and healing requests. It reduces the waiting time those requests would otherwise require other members to help manually.
Auto-Join
Automatically sends your selected formation into eligible alliance rallies. It uses march queues and has an active time limit.

Auto-Help — the monthly convenience package

Alliance Auto-Help is a premium convenience feature in the Ultra Value Monthly Card. It works while you are online. It is designed to keep routine alliance assistance moving without requiring you to tap every Help request manually.

What it helps
Eligible alliance healing, construction and research requests.
What else comes with the card
Auto Hunting is also included. Current game information lists up to 3 Auto Hunting queues for regular Beast hunts.

How Auto-Help works

  1. Activate the relevant Ultra Value Monthly Card benefit.
  2. Open the game's Auto-Help settings and enable the feature.
  3. Choose the available Help mode offered by your current client: all available marches or a single pre-configured Squad.
  4. If you choose a single Squad, create the formation first under Profile → Troops → Squads, then select that saved Squad in Auto-Help.
  5. Leave Auto-Help enabled while you are online when you want routine alliance requests handled automatically.

Which Auto-Help mode should you use?

All available marches
Best when you are online, actively supporting the alliance and do not need to protect specific marches from being used for Help.
Single pre-configured Squad
Best when you want one controlled formation handling Help while keeping the rest of your marches available for gathering, scouting, rallies or combat.

When to turn Auto-Help OFF

Important: Auto-Help does not join rallies. It is an alliance-assistance system. It also does not mean the game can keep helping after you are offline; the current feature is intended to operate while you are online.

Auto Hunting — part of the same monthly convenience package

Auto Hunting is separate from both Auto-Help and Auto-Join. It repeatedly sends selected marches against eligible regular Beasts while the game remains active. Current game history shows the number of Auto Hunting queues was increased to three.

Auto-Join — automatic rally participation

Auto-Join is a separate feature that everyone can use. It is for automatically joining eligible alliance rallies. It uses your march queues, runs for a limited period and does not answer alliance Help requests.

What Auto-Join can be useful for

Rewards matter: Some events award additional participation/help chests or rewards for joining other players' rallies. Auto-Join can help you collect those rewards when the event supports them, but always follow the event's current rules.

How to set Auto-Join

  1. Open Alliance → War → Auto-Join.
  2. Select the rally types you want to join.
  3. Choose All Troops or a custom/pre-configured formation, depending on the current client.
  4. For a custom formation, choose the troop amount and heroes. For rallies where joiner skills matter, put the approved joiner hero in Slot 1.
  5. Set the Queue Limit. This determines how many of your march queues Auto-Join may occupy.
  6. Enable Auto-Join. Community references and the in-game system use an 8-hour active period; refresh it when you want another period.
  7. Current clients also offer Only Auto-Join After Exiting Game. Use this when you want manual control while playing but want Auto-Join to take over after you leave.

How many Auto-Join queues?

Keep a reserve
If you have 6 queues and want one free, set the Auto-Join limit to 5. If you need two free, set it to 4.
Why?
Auto-Join can otherwise occupy marches you need for gathering, scouting, your own rally, healing-related movement or a timed event.

When to turn Auto-Join OFF

Auto-Join formation rule

Do not use All Troops blindly. A custom formation is usually better for organized alliances because it limits troop consumption and lets you control the heroes used. For specialized rallies, follow the alliance's assigned formation rather than the default.

Refreshing and disabling Auto-Join

Simple rule: Auto-Help = help your alliance while you are online. Auto Hunting = automatically hunt regular Beasts while active. Auto-Join = automatically put your marches into eligible rallies. Keep them mentally separate and switch each one off when the next activity needs your marches under manual control.

Community-tested convenience strategies

Mechanics verification: Official game/update material introduced Alliance Auto-Help as an Ultra Value Monthly Card feature and describes it as operating while online. Current game information also documents Auto-Join queue controls, the newer “Only Auto-Join After Exiting Game” option and up to three Auto Hunting queues. Community guides verify the 8-hour Auto-Join period and recommend reserving queues for activities such as Bear, gathering and battlefields. Auto Hunting is documented as an active/online convenience feature for normal Beasts rather than an offline system.

Planning Calculators — Battle Gap, Gear & Charm Budget

Planning tools only: combat also depends on troop tier, composition, hero skills, counters and rally/garrison leadership.

Battle Stat Gap

Compare the same report row.

Upgrade Budget

Works for gear, charms, FC or other known costs.

Multi-piece Cost

Use 6 for Chief Gear or 18 for all Chief Charms.

Troop Formation

Percentages must total 100.
Chief planning: Chief Gear uses six pieces and primarily develops Attack/Defense; Chief Charms occupy 18 total slots and develop Health/Lethality. Enter the live next-level cost from the game or a verified cost table.
ALLIANCE — CORE & TERRITORY

Alliance Playbook — How the Team Fits Together

Your alliance is part of your progression engine. Help, Alliance Tech, gifts, rallies, territory, events and coordinated positioning compound the value of every active member.

Member responsibilities

Leadership responsibilities

Alliance territory rule that matters

Alliance resource locations generally need 75% or more of their footprint inside alliance territory to generate alliance resources. Use the World Map resource filter when planning banners and HQs.

ALLIANCE — EVENTS & WAR

Alliance Mobilization — Efficient Without Burning SVS Stock

Alliance rule: Mobilization should reward normal activity, not force members to empty their SVS bank.

Tundra Trade Route — Truck Strategy

Truck Vouchers are obtained from Alliance Showdown and refresh truck quality. The first refresh is free.
Season 1 Bear Trap FAQ

Mercenary Prestige — Personal Challenges & Alliance Boss Hunt

Mercenary Prestige has a personal mercenary track and a separate alliance Captain track. Treat personal targets and alliance bosses differently: the one-troop hold rule below applies to Captains, not to finishing your personal challenge.

Personal challenge strategy

Captain boss hunt: tag, confirm, then finish

R4/R5 activates unlocked Captains. Each successful Captain defeat is available once per event. Participants can receive rewards after the kill; a one-troop hit is the established way to register participation while preserving time for others. Captain loot can include Mythic general shards, gems, speedups, Hero XP and resource chests; use the live reward screen for amounts.

  1. Announce a UTC start time and boss location. Activate when the expected group is online.
  2. Each member sends one troop, no heroes, once. Verify the attack has landed before posting 👍 in alliance chat.
  3. An officer checks names against the attendees for this Captain. A thumbs-up is a chat signal, not a game reward trigger; sending a march without landing is not confirmation.
  4. Reserve enough time for travel and the final kill. Chase missing check-ins, then issue ALL CLEAR. Full marches start only after that order.
  5. If someone missed the tag window, do not pretend they can claim a defeated boss later. A timed-out attempt can be activated again; a successful kill cannot be repeated for another payout that edition.

The goal is to include everyone available, not wait indefinitely for every offline member. Leadership should publish a cut-off and leave finishing time inside the displayed Captain timer.

Copy to alliance chat

MERCENARY BOSS: Send ONE troop with NO heroes. Wait until your hit lands, then post 👍 in alliance chat. Do not send full marches or hit again until R4/R5 gives ALL CLEAR. This gives everyone present a chance to earn rewards.
ALL CLEAR: Everyone on the boss check-in list has tagged it. Send full marches now and finish the Captain before the timer ends. Check that you hit THIS boss; a previous boss does not count.
STOP full attacks on the Mercenary boss. ONE troop, NO heroes until leadership says ALL CLEAR. Post 👍 only after your hit lands. Killing early can deny other members their participation rewards.

If leadership temporarily removes a member

Warn and request recall first when time permits. Explain the shared-reward impact privately, record the reason, and agree on return conditions. Removal cannot undo an early kill or guarantee that a moving attack stops; watch the march and boss health.

You were temporarily removed for ignoring the boss hold order. Early full attacks can deny teammates their reward chance. This is to protect the event, not an attack on you. Message R4/R5, confirm ONE troop then wait for ALL CLEAR, and request a reinvite.

Mechanics checked 11 October 2026: official wiki, game support, community strategy.

Bear Trap — Complete FAQ

Open the 14-language Bear Trap quick reference

Visual: joiner hero orderJoin a rally: the far-left hero supplies an eligible first Expedition skill; slots two and three support march capacity
Before changing Bear Trap times: check the personal cooldown first. A player’s Bear participation cooldown is separate from the trap’s own schedule/cooldown. Changing the alliance trap time does not erase a player’s personal lockout. Do not plan a time change from the assumption that every member will be immediately eligible. Check the live Bear screen for the exact cooldown shown on your account; current updates/community references use a natural-day reset model rather than relying on an old “46/48-hour” wording.
Joiner rule: when you join another rally, only the first hero in Slot 1 and that hero's first Expedition skill is used as your joiner skill. Your second and third heroes do not add joiner skills. Joiner Hero Gear does not increase the joiner skill.

Who should lead?

Best Season 1 Bear Trap joiners

PriorityHeroFirst Expedition skillUse
1JessieStand of Arms — +25% Damage Dealt at Lv.5Primary offensive joiner. Put her in Slot 1.
2JasserTactical Genius — +25% Damage Dealt at Lv.5Excellent offensive joiner. Put him in Slot 1 when Jessie is already committed elsewhere.
3Seo-yoonRallying Beat — +25% Troop Attack at Lv.5Excellent offensive joiner. Her Attack buff is a different effect type from Damage Dealt.
4JeronimoBattle Manifesto — +25% Damage Dealt at Lv.5Strong joiner when he is not being used as your better rally captain.
Season 1 practical setup: Jessie, Jasser and Seo-yoon are the standard dedicated joiner heroes. Add Jeronimo when he is not needed to lead a stronger rally. If your alliance uses a fixed joiner order, follow that order so the four best eligible skills are placed into the rally.

Why the four joiner skills matter

  1. Only the first Expedition skill of each joiner's Slot 1 hero is considered.
  2. A rally can activate four primary hero skills from rally members.
  3. Higher-level eligible skills can replace weaker ones. A Level 5 joiner skill is therefore worth prioritizing.
  4. Matching joiner effects can stack. The official Help Center confirms that four rally-member skills matching the captain's skill can stack.
  5. For Gen 1 Bear Trap, the common high-damage joiners are Jessie, Jasser, Seo-yoon and Jeronimo. Do not replace these with a defensive, healing or unrelated utility hero just because that hero has higher Power.

Later joiners without a generation chart

As your state unlocks new heroes, check the first Expedition skill before changing joiner presets. Reliable all-troop damage, attack and lethality, or target damage-taken effects are useful for Bear. Later examples include Reina (normal attack damage), Gwen (target damage taken), Bradley (troop attack) and Sonya (all-troop damage). Compare skill levels against Jessie/Jasser/Seo-yoon. Chance-based and smaller buffs such as some Philly, Norah, Mia and Lynn builds are more situational. Do not promote a new hero purely because of their generation.

Jessie portrait
Jessie
Jasser portrait
Jasser
Seo-yoon portrait
Seo-yoon
Reina portrait
Reina
Gwen portrait
Gwen
Bradley portrait
Bradley
Sonya portrait
Sonya

Bear Trap troop formation

Compare 10/10/80 and 10/30/60 Infantry, Lancer, Marksman starting mixes

Community testing also uses 10/30/60 when Marksmen are limited, and some later-state accounts go even more Marksman heavy. These are test presets, not guaranteed optimal ratios. If your troops cannot fill them, send the troops available and compare damage reports. A claimed fixed minimum of 10,000 Infantry or Lancers is not established as a universal rule.

Start with 10% Infantry / 10% Lancer / 80% Marksman if your alliance does not already use a tested ratio. This is a practical Gen 1 default, not a universal rule. If you lack enough Marksmen, use the closest Marksman-heavy ratio your account can support.

Event timing and rally flow

The event runs for 30 minutes. A player's participation becomes eligible again after two UTC day resets, separately from the trap's own cooldown. Pre-save formations, place cities close enough to reduce travel, check the four selected yellow skills in the rally, and keep marches cycling. A one-troop captain rally is only a useful tactic if your alliance can fill it and the captain's troops gain more by joining other rallies during the five-minute launch wait.

Bear Trap gear

Bear Trap preset setup

  1. Preset 1 — Bear Lead: save your strongest three Bear rally heroes. Keep your best combat gear on these heroes.
  2. Preset 2 — Jessie Join: Jessie in Slot 1. Use any two heroes in Slots 2 and 3 to maximize deployment capacity.
  3. Preset 3 — Jasser Join: Jasser in Slot 1. Use any two heroes in Slots 2 and 3.
  4. Preset 4 — Seo-yoon Join: Seo-yoon in Slot 1. Use any two heroes in Slots 2 and 3.
  5. Preset 5 — Jeronimo Join: Jeronimo in Slot 1 only when he is not being used to lead your own strong rally. Otherwise make this a troop-only preset.
  6. Extra marches: use troop-only marches once your approved joiner heroes are already committed. Do not put a random hero in Slot 1 just to make the march look stronger.
Fast rule: Lead with your strongest three heroes. Join with Jessie, Jasser or Seo-yoon. Use Jeronimo as a joiner only when he is not better used as a rally captain. Put the approved joiner in Slot 1 and fill the other two slots for capacity.

What not to send as a Bear joiner

Do not use a defensive, healing, gathering or unrelated utility hero in Slot 1 for Bear Trap just because the hero has high Power. The first-slot Expedition skill is what matters for the joiner contribution.

Season 1 F2P checklist

  1. Max the first Expedition skill on Jessie first.
  2. Build Jasser and Seo-yoon as your additional dedicated offensive joiner options.
  3. Use Jeronimo as a joiner only when he is not needed for a stronger captain lineup.
  4. Use a Marksman-heavy troop formation; start with 10/10/80 if you need a simple default.
  5. Join the strongest rallies first.
  6. Keep your rally-lead heroes and joiner heroes in separate saved presets.

References: Out of Games Bear Hunt guide · Whiteout Survival Wiki. Live game rules and battle reports override older examples.

Alliance Event Dossiers — Objectives, Timing & Point Strategy

These events belong with alliance operations because success depends on registrations, assignments, objectives, rotations, scoring and coordinated timing.

Frostfire Mine — objective timing beats random fighting

Frostfire Mine: This is an individual battlefield event, so the complete player strategy is kept in the Player Event Dossiers section. See Frostfire Mine — Complete Strategy for the skill tree, timing windows, ratios, F2P/whale approaches and minute-by-minute plan.

Canyon Clash — alliance battlefield

Alliance Showdown — the alliance's resource chess game

Alliance Showdown officer trick: announce CONTEST / FARM / SAVE for each stage. Members should never have to guess whether their resources are wanted now or later.

Wild Brawl — short fight, objective-first

Foundry Battle

Foundry and batch healing are separate mechanics. Foundry has an official leave-and-return battlefield recovery mechanic. “Batch healing” is a general hospital/healing-management strategy and should not be described as a Foundry feature.

Signup

CheckmarkMeaningUse it when
Left check ✓PlayingYou are assigned as an active combatant and intend to participate.
Right check ✓SubstituteYou are reserve/rotation personnel.

The official 12-minute return mechanic

  1. Leave the Foundry battlefield.
  2. Your injured troops can be healed outside the battlefield.
  3. Returning to the battlefield takes 12 minutes.
  4. The Foundry battle lasts 1 hour, so leaving is a trade: healing without speedups versus losing active battlefield time.
Do not call this “batch heal in Foundry.” The 12-minute mechanic is Foundry's leave/return system. A player may repeat the process when the event and roster make it worthwhile, but “leave three times” is a rotation tactic, not a universal game rule.

Practical rotation strategy

Three practical Foundry playbooks

Objective-control
Assign teams to high-value buildings and fight to protect or flip objectives, not for random kills.
Rapid-response
Keep a mobile team available to reinforce, intercept weak captures and move to newly valuable objectives.
Recovery rotation
Stagger the official leave/return recovery while substitutes cover objectives. Never send the whole roster out together.

Alliance point optimization

Point play

Crazy Joe — Ultimate Score Guide

🚫 DO NOT HEAL DURING CRAZY JOE. Keep wounded troops in the Infirmary until the event is finished. Healing returns troops to your city and disrupts the empty-city/reinforcement setup. Do not put out fires during the event either. Heal after Joe ends.
The scoring principle: Crazy Joe rewards kills, not simply having a huge army sitting at home. The strongest alliance strategy is coordinated troop swapping: send your useful defenders into other members' cities, let their reinforcements defend yours, stay online for the special waves, and standardize HQ formations so Joe's finite kills are not wasted.

Before Joe starts — 5-minute setup

  1. Choose a difficulty the alliance can actually finish. Higher difficulty gives more potential points, but repeatedly failing late waves—especially HQ 20—can cost the alliance more than a clean clear one level lower.
  2. Stay online for the event. Waves 7, 14 and 17 target online players and are major scoring opportunities.
  3. Lock your strongest 3 heroes in your city barricade/garrison. Do this before sending marches so your home defense heroes are not accidentally pulled out.
  4. Empty Infantry and Lancers from your city as far as march capacity allows. Reinforce alliance members. If you cannot empty everything, send Infantry first, then Lancers, and leave Marksmen home.
  5. Use nearby partners. Short reinforcement travel makes HQ recalls and redirects much easier.
  6. Do not heal once Joe begins. Keep the troop layout stable until the event ends.

City reinforcement meta — where most points are built

Your city
Strongest 3 barricade heroes locked. Ideally 0 Infantry / 0 Lancers left home after marches are sent; Marksmen can remain when you cannot fully empty.
Your reinforcement marches
Prioritize Infantry + Lancers. Community starting point for special online targets is roughly 50/50 or 60/40 Infantry/Lancer; adjust for your troop inventory and reports.

The purpose is a troop swap. Your Infantry/Lancers score kills while defending someone else's city, while their reinforcements score on Joe when he attacks yours. Leaving large amounts of your own frontline troops home competes with the reinforcements you asked allies to send.

Which cities should I reinforce?

  1. Members who have successfully emptied most of their Infantry/Lancers.
  2. Online members, especially approaching waves 7, 14 and 17.
  3. Under-filled cities before already-crowded cities. Spreading capable defenders gives the alliance more complete defenses.
  4. Weaker active members who need help surviving later waves.
  5. If a city has failed twice, Joe stops attacking that city for the run. Recall from it and move to a live target.

Wave-by-wave plan

WaveTargetWhat to do
1–6Member citiesRun the troop-swap setup. Watch which cities are under-filled and redistribute.
7Online-player waveBe online. Reinforce selected online targets quickly.
8–9Member citiesResume city reinforcement. Prepare the designated HQ march after wave 9 lands.
10Alliance HQRecall the assigned march and fill HQ using the alliance's standardized Wave-10 formation.
11–13Member citiesLeave HQ after scoring resolves and send troops back to city-defense targets.
14Online-player waveBe online. Move to attacked online members if your current target is skipped.
15–16Member citiesMaintain swaps; redirect from double-failed cities.
17Online-player waveBe online. This starts the high-value late-event stretch.
18–19Member citiesProtect remaining live targets. After 19 scores, recall the designated HQ march immediately.
20Alliance HQUse the tested Wave-20 formation. This is the hardest HQ check; use reports rather than blindly copying Wave 10.

Heroes — city, reinforcement and HQ

Crazy Joe is unusual: community testing increasingly treats the important HQ problem as killing Joe's finite army, so offensive expedition joiner buffs can outperform simply stacking defensive joiners. Hero generation matters, so use the current hero's Expedition skill—not just the hero's Power number.
JobRecommended approachExamples
Home barricadeLock your strongest three appropriate heroes.Your best developed combat trio.
City reinforcement joinerUse useful Expedition attack/damage buffs where the receiving city is already safe; use stronger personal heroes when reinforcing a much weaker member.Jessie, Jasser, Seo-yoon are common early offensive joiners.
HQ joinersOffensive/Bear-style joiners are strongly represented in recent high-difficulty community testing.Jessie, Jasser, Seo-yoon; later generations can provide stronger equivalents.
HQ garrison/bonus sourceThe strongest player should lead with the best current combination for the formation. Later-generation community testing frequently uses a strong Infantry lead + Molly + best Marksman.Examples reported at later generations include Hector + Molly + best Marksman. Earlier states must substitute their strongest available heroes.
Patrick warning: Patrick is excellent for many true defensive garrisons, but do not automatically make him the Crazy Joe HQ joiner. Recent community testing favors offensive joiner buffs such as Jessie/Jasser/Seo-yoon for maximizing Joe kills. Test your own HQ report because generation, difficulty and lead stats change the result.

HQ Wave 10 & 20 — ratios are generation/difficulty dependent

There is no single universal HQ ratio. Community sources currently disagree because different alliances are testing different Joe difficulties and hero generations. The guide therefore gives tested starting profiles rather than pretending one ratio is always correct.

SituationCommunity-tested starting pointUse when
Wave 10 · traditional30% Infantry / 70% Lancer / 0% MarksmanCommon published damage-oriented Wave-10 setup.
Wave 10 · simple/safeInfantry-heavy or even 100% InfantryLower difficulties where HQ 10 is already an easy clear and simplicity/fairness matters more than optimization.
Wave 20 · traditional60% Infantry / 40% Lancer / 0% MarksmanPublished survival-oriented setup for alliances using the older frontline model.
Wave 20 · high-difficulty modern metaMarksman-heavy to 100% MarksmanRecent 2026 high-difficulty testing increasingly reports stronger results when Joe survives long enough for Marksman damage to matter.
Best rule: standardize the formation for everyone, record the HQ battle report, and change one variable at a time. If one member sends a completely different troop type, that member can capture a disproportionate share of Joe's finite kills and make the test—and personal-score comparison—misleading.

How to optimize HQ fairly

Farm / alt strategy

Farm accounts can be valuable reinforcement targets. An online, lightly defended farm lets a main account place a strong reinforcement march where it can take a large share of the kills. Keep farms close enough for fast march movement and ensure they remain valid Joe targets. This is a community optimization tactic, not a requirement for normal play.

Do not turn farm optimization into alliance sabotage. The alliance objective is still to clear the event and keep enough viable cities/HQ defenders. Personal-score farming should follow leadership rules.

Common score killers

R4/R5 maximum-score plan

  1. Post the difficulty, city-swap rules, online requirement and NO HEALING rule before start.
  2. Assign reinforcement partners or zones so five marches do not pile into one city while another has none.
  3. Announce 7 / 14 / 17 ONLINE and HQ 10 / 20 in alliance chat.
  4. Publish an exact HQ troop cap + ratio for that run.
  5. After Joe, collect Wave-10 and Wave-20 reports from the lead and top scorers.
  6. Only raise difficulty when the alliance is reliably surviving the late waves and HQ 20.

Quick alliance post

CRAZY JOE: DO NOT HEAL OR PUT OUT FIRES until event ends. Lock your 3 strongest home heroes. Send Infantry + Lancers to reinforce others; leave Marksmen home if you can't empty everything. STAY ONLINE for 7/14/17. HQ ONLY on 10/20—follow the posted troop cap/ratio. If a city fails twice, recall and move to another target.
Strategy basis: current community guides and player testing. Crazy Joe HQ ratios vary by difficulty, hero generation and alliance stats, so HQ formations above are starting profiles to verify against your own battle reports rather than permanent game constants.

Polar Expedition

1-troop trick: downtime reduction, NOT march speed. Sending a single troop can make the attack/death cycle resolve quickly so you can begin the next cycle sooner. It does not make the march travel faster.

Why it works

Use it correctly

Fortress, Stronghold & Facility Capture — Rally First

Reserve the opening NPC clear for a coordinated rally. A solo arriving first can consume the participation opportunity that a rally would share. Reinforcing afterward does not recreate that opening reward.

Fortress / Stronghold rewards are separate buckets

Reward / conditionWho benefitsLeadership action
Opening participationEligible participants in the first successful NPC-clearing attack; use a rally to include several members.Keep solos away until the planned opening rally lands.
First occupation alliance rewardEligible members of the alliance achieving initial occupation.Being first matters; do not equate this with personal rally participation.
Allocatable reward poolMembers selected by R4/R5, within the game's allocation limits.Publish a fair distribution policy; joining does not guarantee every item.
Control / successful holding rewardsEligible members under the target's control and event rules.Secure the hold; an opening clear alone is not final ownership.

Check View → rewards/rules on the actual target. Reward chests, materials, buffs and hero shards can vary with building and state progression. Do not promise a fixed item list or treat battle points as participation loot: defeating enemies is a separate scoring condition.

Facilities are a different system

Facilities provide alliance buffs. The official wiki describes rewards for the controlling alliance on the facility's first contention. It does not establish the same personal rally-participation payout as Fortress Battles. Rallying remains the alliance's coordination policy; check that facility's first-capture rewards and territory/hold requirements before announcing loot.

Opening rally checklist

  1. R4/R5 names one rally leader, target and arrival time. Confirm registration or territory eligibility.
  2. Make room for eligible members; use a troop cap that lets more players join while keeping enough strength to win. A rally has finite slots, so it cannot reward the whole alliance as participants.
  3. Check for faster solo marches. Order recall before they hit; never tell a solo to speed up ahead of the shared rally.
  4. After the opening clear, reinforce and follow the hold plan. Check mail and distribute the leadership-controlled pool according to policy.

Copy to alliance chat

FORTRESS / STRONGHOLD: Do NOT solo the opening NPCs. Join the marked leadership rally so its participants can share the first-clear reward opportunity. Later reinforcement is not the same reward. Wait for R4/R5 orders.
FACILITY FIRST CAPTURE: No unauthorized solos. Join the assigned rally and follow R4/R5 orders. Leadership will check the target reward screen and hold requirements. Facility rewards differ from Fortress/Stronghold rewards; do not rush the capture.

Checked 11 October 2026: official Fortress wiki, game support, facility rules.

State vs State (SVS)

Preparation philosophy

Battle Phase

SVS Castle timing

When the Castle portion begins at 12:00 UTC in the standard schedule, the current 5-hour Castle window ends at 17:00 UTC. The 14:30 UTC point is the practical clean-win deadline: after that, a new 2.5-hour consecutive hold cannot finish.

Sunfire Castle — Current Rules & Battle Plan

5 hoursCurrent maximum Castle Battle duration.
2.5 hoursContinuous occupation required for an immediate win.
14:30For a 12:00 start, the latest possible start of a full 2.5-hour clean win.
Important update: current 2026 sources report the Castle Battle at 5 hours with a 2.5-hour consecutive-hold win condition. Older material — including older official Help Center text — can still show 6 hours / 3 hours. Do not build the plan around the old numbers.

Victory conditions

  1. Hold Sunfire Castle for 2.5 consecutive hours and win immediately.
  2. If nobody reaches that consecutive hold during the 5-hour battle, the alliance with the longest total occupation time wins.

The two battle phases

Before the clean-win deadline
Break an enemy's continuous hold before it reaches 2.5 hours. Even a successful recapture resets their consecutive occupation.
After the clean-win deadline
A new 2.5-hour hold is impossible. Total occupation time becomes the key objective, so pointless flipping becomes less valuable.

Opening plan

  1. Have the rally, garrison, turret and shot-caller roles assigned before battle.
  2. Move active fighters into useful positions before the fight; respect the Alert Zone's teleport/shield rules.
  3. Do not burn every major march in the first push.
  4. Capture and contest Turrets rather than treating them as decoration.

Attack plan

Defense / garrison plan

Turrets

Storm / Alert Zone

Sunfire quick call

Before 2.5h is impossible: break enemy holds. After that: maximize total Castle occupation. Turrets, reinforcement volume, rally timing and positioning decide whether your alliance can sustain the hold.
ALLIANCE — LEADERSHIP & CONDUCT

Alliance Leadership & R4/R5 Operations

R4 is a job, not a decoration. Strong alliances generally divide officer work into named responsibilities so one R5 does not have to run every event, roster, territory decision and diplomatic issue alone. Current WOS community officer guides identify recruiting, Bear Trap, SvS/war planning, fortress rotations, events, territory and communications as common R4 responsibilities. WoS Guru R4/R5 · WSCO officer ops

Core R4 responsibilities

RoleWhat the R4 owns
Recruitment / HRReview applicants, welcome new members, monitor activity, handle routine promotions/demotions within rank permissions, and flag inactive players for leadership review.
Bear Trap ManagerSet the schedule, post reminders, keep the trap organized, explain rally-lead/joiner rules, and watch attendance.
War / SvS OfficerCoordinate battle assignments, rally leaders, defensive reinforcements, target priorities and real-time updates. Work from the R5/state commander's plan rather than inventing a second war plan.
Fortress / Stronghold OfficerTrack registrations, assignments, rotation times, rally captains, reinforcement requirements and reward/rotation notes.
Events OfficerHandle sign-ups and reminders for Foundry, Canyon, Championship, Crazy Joe, Mobilization and other alliance events. Keep a single reliable event clock.
Territory OfficerMaintain banner paths, HQ placement, facility connections, territory cleanup and construction assignments.
Technology OfficerMonitor alliance technology donations, keep the current priority technology visible, and start research when requirements are met if the alliance's SOP assigns that task to R4.
Diplomacy OfficerCommunicate with other R4/R5 leaders, maintain NAP/alliance agreements, document disputes and prevent members from turning minor incidents into wars.
Communications OfficerKeep alliance announcements, reminders and event instructions short, accurate and time-stamped. Put longer strategy in Discord or the alliance guide.
Academy / MentorHelp newer players with heroes, formations, Bear Trap, events and basic combat so the main alliance gains stronger members instead of repeatedly replacing them.

What good R4 conduct looks like

Simple R4 coverage model

Combat R4s
War/SvS • Fortress/Stronghold • Castle/Garrison • Bear Trap
Operations R4s
Recruitment • Events • Territory • Technology • Communications • Diplomacy

Small alliances can combine jobs. Large or highly competitive alliances should assign clear owners and backups. Community officer checklists also emphasize roster checks, territory/facility checks, technology priorities, event assignments and communications as recurring officer work. WSCO officer ops

R4 daily checklist

  1. Check roster activity and urgent member issues.
  2. Check the next alliance event and who is responsible for it.
  3. Check territory, vulnerable facilities and current construction needs.
  4. Check alliance technology and the current donation priority.
  5. Post only the reminders members actually need.
  6. Check diplomacy messages or state-rule changes.
  7. Before a major fight, confirm rally leaders, joiners, defensive assignments and the refill plan.
Leadership principle: The best R4s make the alliance easier to run. They prevent confusion before it happens, keep members informed, and solve routine problems without forcing the R5 to micromanage every decision.

Alliance operating standard

R4/R5 operating standard

Attack rule

Do not attack another alliance without leadership approval. If you are attacked, send the battle report/log to leadership before retaliating.

Tundra HQ Operations

When to move the Alliance HQ into Tundra

Do not move just because Tundra opens. Move when the alliance has the required resources, a planned destination and enough coordination to make the relocation useful. The goal is to improve access to Tundra resources and important facilities without destroying a useful Icefield setup.
  1. Prepare before unlock. Build the alliance-resource stockpile and extend territory toward the Tundra side so the alliance can reach the resources needed for the move.
  2. Scout the destination first. Identify higher-level resource areas, Alliance Iron Mines, Fortresses, Strongholds and facilities that actually matter to your alliance.
  3. Use the Tundra/Fertile border intelligently. The HQ must be on legal Icefield/Tundra territory, not Fertile Land. A border position can give useful access without pushing the HQ unnecessarily deep into Tundra.
  4. Build around objectives. Plan banner routes from the HQ toward the facilities and resource areas you intend to use. Do not choose an HQ location merely because it looks central.
  5. Keep the hive practical. Members still need short, useful travel paths for rallies, gathering and defense. A strategically perfect HQ is not useful if the hive becomes scattered.
  6. Coordinate before construction. R4 territory leadership should publish the HQ location, first banner route and initial hive plan before anyone starts teleporting.
Tundra HQ cost
700k Meat · 700k Wood · 400k Coal · 200k Iron
Why move
Better access to higher-level resources and selected Tundra objectives, while creating a long-term operating position for the alliance.
Critical: The Alliance HQ cannot be built on Fertile Land. The HQ location must satisfy the game's current territory-placement rules.
Community diamond-shaped Whiteout Survival alliance territory map showing facilities and territory layout
Community territory map reference. Use the live World Map for your state's actual facility positions and boundaries; this image is a planning reference only.

Jump-start the Tundra move

State Culture & Custom Signals

State custom — not an official WOS rule. Some states use a “one lancer salute” as a joke or greeting between players or alliances.
Best practice: If your state has not explicitly adopted the salute, ask leadership or the other alliance first. “It's only one troop” does not automatically make it acceptable.

Leadership — Stop Unauthorized Solos Without Losing the Team

Make the no-solo rule clear before capture time, explain the reward reason, and assign one officer to watch incoming marches. This is an alliance policy: the game allows some solo attacks, but a legal attack can still undermine a shared opening rally.

  1. Send a direct recall now instruction and identify the target. Check for language or notification problems before assuming defiance.
  2. For a Fortress or Stronghold, participation requires the alliance to have registered for the target and the member to meet the event's membership cut-off before reset. If someone ignores the recall order and sends a solo ahead of the assigned rally, R4/R5 can temporarily remove them from the registered alliance: removal takes away their eligibility to participate and prevents the unauthorized solo capture. This is an event-eligibility mechanism, not a general claim that every kind of march is recalled when someone is kicked.
  3. Explain privately why they were removed. Keep the reason factual: ignored hold/recall order, endangered shared reward opportunity, or killed a Captain early.
  4. Offer a reinvite after acknowledgement when allowed, but explain that returning does not automatically restore Fortress/Stronghold eligibility for the current round. The registration and membership cut-off still apply. Do not promise an immediate return to the battle.
  5. Act before the solo lands; removing someone after the capture cannot restore the opening rewards. Apply the same policy consistently, record repeated violations, and avoid public humiliation. Do not extend the Fortress/Stronghold eligibility rule to Facilities or Mercenary Captains.

Recall order

RECALL your solo march now. Do not speed it up. The opening capture is reserved for our assigned rally so more teammates can qualify for rewards. Reply when recalled. R4/R5 may temporarily remove members who ignore the order.

Fortress / Stronghold temporary-removal explanation

You were temporarily removed to stop your unauthorized Fortress/Stronghold solo and protect our rally rewards. Leaving the registered alliance removes battle eligibility. Message R4/R5 and confirm you will follow orders for a reinvite; this round's eligibility may not return.

For boss-specific messages, use Mercenary Prestige. For reward conditions, use capture rewards.

REFERENCE & TOOLS

Master Cheat Sheets — Cross-System Advantages

This section is deliberately short. Detailed mechanics live in their proper category; these are the rules worth remembering across the whole game.

Before you spend, start or fight

  1. Check the scoring window: ask what event/day rewards the action.
  2. Apply the relevant buff first: construction, research, gathering or combat bonuses generally need to be active before the action starts.
  3. Load the correct preset: hero, troop ratio, pet and gear for the job.
  4. Verify the deployment screen: check formation, troop count and arrival time before committing.
  5. Keep a reserve: do not consume every march, teleport or healing resource if the alliance may need an emergency response.

Power-shift rule

StagePower that matters mostDo not do
EarlyFurnace gates, research, heroes, troop capacity, permanent unlocksSpread resources across everything equally
MidBest march depth, hero development, gear, FC progression, pets/Experts as unlockedChase total Power with low-impact upgrades
LatePermanent stat layers + correct generation + troop tiers + combat readinessIgnore healing, mobility or event reserves
EndgameObjective-ready marches, refined FC/Flame Tech, gear, pets, Experts and coordinationBuild a high Power account that cannot deploy, heal or arrive on time

Combat decision tree

Scout → inspect stats/report → identify counter → choose solo/rally/reinforce → verify march → commit → read the report → adjust.
Do not use raw Power alone as a win guarantee.

Event decision tree

BANK → ALIGN → EXECUTE → RECOVER.
Bank resources until the scoring category is known. Align with the alliance/state plan. Execute only to the reward breakpoint you actually want. Recover stamina, healing, marches and queues immediately.

Alliance communication rule

Where to look

Training · Research · Fire Crystal · Hero Generations · PetsLabyrinth · Experts · CombatCalculators · Events · Alliance Events · Leadership

Alliance Command Discord Bot

Install Alliance Command in your Discord server

First start

Use /ac guide immediately. Anyone can browse the guide without a site account. To show alliance plans, your R4/R5 opens Alliance → Discord settings and adds each member’s unique Discord username, one per line. Use account usernames, not display names or server nicknames. One hosted bot serves many alliances and servers; no hosting, guild IDs or advanced configuration is required for basic use.

Existing site members may use /ac link with their site linking code. Alliance replies are private. Username-list members receive viewing access only; site leadership permissions still require a linked authorized site account. Advanced channel feeds are optional.

CommandPurpose
/ac helpShow all commands
/ac setupSimple alliance setup instructions
/ac guideBrowse topic dropdowns; search is optional
/ac profileShow your linked identity and alliance
/ac linkEnter your site linking code
/ac plansPublic published plan summary
/ac bearPublic Bear Trap plan and PNG; options: png
/ac territoryPublic Territory plan
/ac castlePublic Castle plan
/ac membersAlliance roster
/ac votesAlliance vote board
/ac stateState info; options: notice or rules
/ac allianceAlliance notices
/ac councilCouncil information
/ac rulesPublished state rules
/ac presidentPresident information
/ac electionElection information
/ac appointmentsMinister appointments
/ac codesGift code directory
/ac rtRally timers; options: 2 10
/ac svsSVS command room
/ac subscribeOptional channel feed; options: state or alliance
/ac unsubscribeStop a feed; options: state or alliance
/ac voteOpen your state election website to vote
/ac redeemRedeem a gift code using existing account checks

Enter arguments in the options field shown by Discord. For a rally timer, use /ac rt with options 2 10. Watcher commands and generic ! commands are retired. /ac vote opens the protected election board. /ac redeem retains existing account checks.

Use /ac-rickroll to post Rick Astley’s GIF and music video publicly. Bear, Territory, Castle and Plans requests also post publicly in the current channel. Members select their own alliance through their linked account or the simple Discord username list; multiple alliances can share a state server. No server ID is needed for these requests.

Linking and permissions

Install once per Discord server. Every member’s request follows their current site alliance and state, or their alliance’s simple username list. No Guild Link or Discord role mapping is needed. A shared state server can contain several alliances.

Leadership must link with a one-time code from Alliance → Linking using /ac link (options: code). Use /ac-admin to open controls authorized by the linked site account: alliance administration, council, president, minister appointments and Master Control. Username lists grant viewing access only.

Guide and Rickroll are public. Requested plans post in the requesting channel. Account information and leadership controls stay private. Editing and voting use the existing protected website pages.

Copy/Paste Alliance Messages

Message Creator

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Messages are split at word/line breaks when possible.

Sources

Web verification used: official Whiteout Survival Help Center Combat FAQ and Foundry Battle return guidance; current 2026 Bear Trap references from Whiteout Survival Wiki, WoS Guru, Whiteout Battlemaster and WOS Logs; and community discussions on Bear Trap joiners, troop ratios and preset organization. Current Bear Trap guidance was cross-checked rather than copied from one source.
Official: Combat FAQ · Foundry Battle Return · Sunfire Castle timing · Rally skill stacking
2026 mechanics refresh: Tundra HQ placement, Alliance Auto-Help, hero-generation roadmap, current Gen 17 planning, squad preset improvements and current Bear Trap joiner guidance were cross-checked against official game/update material plus current community databases and discussions. Community tips are labeled as such; exact in-client numerical hero stats should be treated as live-game data.

2026+ Watchlist — Prepare Before the Content Arrives

Current references: Official Help Center · WSCO Events · WSCO Experts · WSCO Pets.

Recent event strategy references used in this rebuild