Familiarize yourself with every building, unlock timer, point yield, and EVR squad assignment before Entering the Battlefield.
When joining any Rally or Garrison, ONLY your Leftmost Hero's (Slot 1) Top-Right Expedition Skill applies! Your Slot 2 & Slot 3 heroes add march capacity only.
- Respect State 4792 NAP rules at all times.
Go to Squads before Bear Trap starts and save 4 presets: Preset 1 (Your Main Rally Lead: Best Inf + Lanc + Marks), Preset 2 (Jessie Slot 1 + 2 heroes), Preset 3 (Jasser Slot 1 + 2 heroes), Preset 4 (Seo-yoon Slot 1 + 2 heroes). Load them with 10% Infantry, 10% Lancer, 80% Marksman so you never accidentally send Molly during the frenzy!
Crazy Joe kills Infantry first, then Lancers, and rarely reaches Marksmen. Before Wave 1, send ALL your Infantry & Lancers to reinforce 2–3 active alliance mates whose cities have space, and have them send theirs to you. Leave your Marksmen at home (or in a separate rally/camp). You earn BOTH Defending Points (from your city) AND Reinforcing Points (from your troops in allies' cities)!
When holding Sunfire Castle, Turrets, or Facilities, the top 4 joiners should send Patrick (or Sergey/Philly) in Slot 1. Patrick's top-right Expedition Skill (Calorie Booster) grants up to +25% Troop Health to the entire garrison—stacking 4x for +100% bonus Health!
Mastery Forging scales exponentially and requires Mythic gear sacrifices at Lv.11+. Only forge your Top 3 Mythic Sets (1 Infantry, 1 Marksman, 1 Lancer). Prioritize Infantry Gloves & Belt first (Health), and Marksman Goggles & Boots first (Lethality).
If your shield drops or you are saving shields during Brothers in Arms and need to go offline for 45 minutes: start a 60-minute Rally on a faraway Polar Terror using your main march, and send your remaining marches to reinforce already-shielded EVR teammates. Troops inside an unlaunched 60-minute rally cannot be hit unless your city is burned AND the rally expires!
- Phase 1 (00:00–15:00): Rush Boiler Room (Top-Left, `-50% capture time`), Central Transit Station (Bottom-Right, `-50% teleport cooldown`), Prototype Sites I & II (`+1,200/m` each), and the 4 Repair Facilities (`+600/m` each).
- Phase 2 (15:00): Imperial Foundry (Center, `+1,800/m`), Mercenary Camp (Above Center), and Munitions Warehouse (Below Center, `+15% Damage buff`) unlock!
- Phase 3 (Arsenal Supplies): 8 Weapon Workshops / Arsenal Supplies spawn in pairs along the 4 diagonal corridors—send spare marches to gather them and scoop dropped crates around contested buildings!
- Whale / Dolphin Rally Lead: Jeronimo (or Natalia) + Molly + Zinman / Bahiti. Jeronimo's passive +15% Lethality/Attack widget makes him relevant even into Gen 4!
- F2P / Low-Spend March: Sergey (Infantry) + Molly (Lancer) + Bahiti (Marksman).
- Lucky Wheel Advice: Gen 1 has no Lucky Wheel Mythic hero (Zinman is via Rays of Light/Daily Deals). Save your General Mythic Shards and Gems for Gen 2 Flint (Lucky Wheel) & Alonso (Hall of Hero)!
- Flint (Infantry — Lucky Wheel): Mandatory pickup for every F2P & spender! Replaces Sergey as your main Infantry lead and boosts Infantry Lethality + Attack massively. Spin Lucky Wheel to 70 or 120 chests every cycle.
- Alonso (Marksman — Hall of Hero): Absolute monster in both Arena (AoE stun/net) and PvP/Bear Rallies. Huge upgrade over Bahiti/Zinman if you have General Mythic Shards saved.
- Philly (Lancer — KOI / SvS): Top-tier Garrison/Defense hero (+15% Attack & +15% Defense expedition skill). Essential for holding Sunfire Castle and Fortresses.
- Mia (Lancer — Lucky Wheel): Replaces Molly as your primary Lancer and serves as a staple Bear Trap rally lead for many generations. Save gems so you can 4-star/5-star Mia on the Wheel!
- Greg (Marksman) & Logan (Infantry): Strong PvP/Arena control heroes; if you already maxed Flint + Alonso in Gen 2, F2P players can focus gems on Mia and save general shards for Gen 4 Reina/Ahmose.
- Offensive Rally Joiners (Slot 1):
1. Jessie (+25% Damage Dealt — Lv.5 Top-Right Skill)
2. Jasser (+25% Damage Dealt — Lv.5 Top-Right Skill)
3. Seo-yoon (+25% Troop Attack — Lv.5 Top-Right Skill)
4. Jeronimo (+25% Damage Dealt — Lv.5 Top-Right Skill) - Defensive Garrison Joiners (Slot 1):
1. Patrick (+25% Troop Health — #1 Castle/Turret Hold Joiner)
2. Sergey (-20% Damage Taken / Defender's Edge)
3. Philly (+15% Attack & +15% Defense)
4. Bahiti (Chance for -50% Damage Taken — Garrison only, never Bear!)
In Whiteout Survival combat, all enemy attacks hit your Infantry first. The moment your Infantry line collapses, enemy Lancers and Marksmen shred your backline in seconds. Always upgrade in this order:
Always upgrade your Coat and Pants first at every tier! Keeping Infantry alive 2 extra turns allows your Marksmen to fire 2 more full volleys.
Your primary source of kills in both PvP and Bear Trap. Upgrade Belt & Weapon immediately after Coat & Pants.
Upgrade Cap & Watch last to complete your 6-piece tier set bonus!
Having 3 pieces of the same tier unlocks a massive Defense All Troops bonus, and 6 pieces unlocks a massive Attack All Troops bonus! Never push your Coat to Mythic while your Cap/Watch are still Blue—bring all 6 pieces up tier-by-tier in the `Inf → Mark → Lanc` sequence.
While Chief Gear boosts Attack & Defense, Chief Charms boost Lethality & Health—the two strongest multiplier stats in the game!
- Follow the Exact Same Class Order:
1. Coat & Pants Charms (Infantry) — Priority #1 for frontline Health.
2. Belt & Weapon Charms (Marksman) — Priority #2 for backline Lethality.
3. Cap & Watch Charms (Lancer) — Priority #3. - Keep Charm Levels Balanced Within Each Piece: Upgrading a Charm from Lv.1 → Lv.2 → Lv.3 is much more cost-effective per Charm Guide/Design than pushing one single slot to Lv.5 while others sit at Lv.1.
- Save Charm Upgrades for Event Days: Hold all Charm Guides & Charm Designs in your backpack until Hall of Chiefs / King of Icefield (KOI) / SvS Prep Phase charm point days to win free Mythic Hero Shards!
Never upgrade Hero Gear across 5, 6, or 10 heroes! Put 100% of your Gear XP and Essence Stones into ONLY 3 Mythic Sets: 1 Infantry Set (e.g., Flint/Jeronimo), 1 Marksman Set (e.g., Alonso/Bahiti), and 1 Lancer Set (e.g., Molly/Philly). For your 4th and 5th Arena heroes, equip un-leveled purple/gold leftovers—and whenever you switch main heroes in a new Generation, simply unequip and swap the gear set for free!
For Infantry, Gloves & Belt grant Infantry Health & Defense. Goggles & Boots grant Lethality.
- 1st Priority (Max First): Gloves & Belt (Massive Infantry Health + Defense to keep your frontline wall alive).
- 2nd Priority: Goggles & Boots (Keep 20–40 XP levels behind your Gloves/Belt).
- Essence Stones (Mastery): Push Infantry Gloves & Belt to Mastery Lv.5 → Lv.10 first!
Marksmen sit safely in the backline and need maximum Lethality & Attack to melt enemy troops and boost Bear Trap scores.
- 1st Priority (Max First): Goggles & Boots (Massive Marksman Lethality + Attack).
- 2nd Priority: Gloves & Belt (Keep 20–40 XP levels behind Goggles/Boots).
- Essence Stones (Mastery): Push Marksman Goggles & Boots to Mastery Lv.5 → Lv.10 immediately after Infantry Gloves/Belt!
Lancers are secondary damage dealers whose skills snipe enemy backlines (especially in Arena and Gen 2/3+).
- 1st Priority (Max First): Goggles & Boots (Lancer Lethality + Attack).
- 2nd Priority: Gloves & Belt (Health/Defense — upgrade last).
- Essence Stones (Mastery): Upgrade Lancer Goggles & Boots after your Infantry tank pieces and Marksman DPS pieces hit their milestones.
Your 3 main heroes wear 12 total pieces of Mythic Gear, but 6 specific pieces account for over 80% of your combat victories:
1️⃣ Infantry Gloves & Belt (Frontline Survival)
2️⃣ Marksman Goggles & Boots (Primary Kill Power)
3️⃣ Lancer Goggles & Boots (Secondary Kill Power)
Keep those 6 core pieces at e.g. Lv.60–80 (Mastery 6–10) while keeping the other 6 secondary pieces at Lv.20–40 (Mastery 2–4)!
- Check Your Barricade Heroes manually: Tap your City Wall → Barricade and assign your strongest 1 Infantry + 1 Lancer + 1 Marksman (Gen 1–2: Flint/Sergey + Philly/Molly + Alonso/Bahiti).
- When Reinforced by Allies: If an enemy whale is marching on your city and EVR teammates reinforce you, your top 3 heroes remain your city's lead unless a stronger EVR whale reinforces you (in which case their massive stats help defend your wall!).
- Never Leave Resource Boxes Open: Keep all Meat, Wood, Coal, and Iron chests inside your Backpack until the exact second you start an upgrade. Unopened backpack resources can NEVER be plundered!
If you are out of shields during Brothers in Arms (Kill Event) or SvS and need to protect your troops from an incoming attack:
- Method 1 — Reinforce a Shielded EVR Teammate (Best): Send your marches to reinforce an alliance mate who has an active 8-hour/24-hour Shield. Your troops inside their city are 100% untouchable!
- Method 2 — The 60-Minute Polar Terror Fake Rally: Pick a Polar Terror far away on the map and start a 60-Minute Rally with your biggest march. Troops sitting inside a waiting rally timer do NOT fight if your city is hit!
- Method 3 — Garrison Uncontested Alliance Banners / HQ: In non-banner events, parking troops inside a safe EVR Banner or HQ keeps them out of your city wall so an attacker gets 0 kills on your main army.
- Never Fight a Mega-Whale on Your Wall Alone: If a whale 3 Furnace levels above you attacks, pull your troops out immediately—burning your barricade costs 0 gems to extinguish, whereas overflowing your Infirmary permanently kills troops!