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Recommended Season Purchases
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Virus Resistance
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Creature Farming
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Influence – How You Get Free Resistance
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Yetis
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Smart Greenhouse Priority
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Bio Lab = Power
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New Military Buildings
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MASTER HALL (Level Cap 50)
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Ice Pits & Fishing
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Animal Rescue – Don’t Misclick
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HQ 30-35 Level Requirements
Document Sections

Recommended Season Purchases
If you are competitive, this is the efficient spend path:
| Pack | Why |
| Wartime Investment x4 ($40 total) | +1 Greenhouse forever, extra season perks |
| Season Journey Premium ($25) | Massive resistance + resources |
| Icebloom Pack Week 1 ($10) | Initial Purchase at least – Jump-starts Bio Lab |
| Frost Core Pack Week 1 ($10) | Initial Purchase at least – Lets you upgrade early instead of waiting |
| Season Heroes & Equipment ($20/ea) | 3 Heroes & related equipment will be released |
❗ The first week matters more than the rest of the season combined.
If you snowball early, you stay ahead.
Virus Resistance
Resistance comes from four places:
| Source | Value |
| Smart Greenhouses | +5 resistance per level per building |
| Bio Lab | Huge chunks per level |
| Influence Milestones | +10 (normal), +50 (special) |
| Glory Points Journey | Huge chunks |
Creature Farming
Frost Cores come from:
- Frostbanes (Boomers) – 16-20 Fuel Per Rally
- Snow Leopards – 8 Fuel Each
- Yetis
Always do Frostbanes first. Leopards last.
Daily Farming Rule
Week 1:
- You get 30 attempts
- Kill 30 Frostbanes
- Then kill Leopards
After Week 1:
- You get 15 attempts
- Rewards are doubled
- Kill 15 Frostbanes
Then kill Leopards
Influence – How You Get Free Resistance
Influence ONLY comes from:
- First hits on Frostbanes
- First hits on Leopards
You don’t need to solo them.
The Trick:
Turn on Auto-Rally
Join every strong player’s rally
You get:
- First hit credit
- Influence
- Resistance
- Resources
This lets low-spenders farm influence like whales.
This is how alliances snowball.
Yetis
Yetis give:
- Ice Blooms
- Frost Cores
- State rewards
- Discovery bonuses
You get:
- 2 attacks per day
- 5 on Endless Night (Sunday)
Pro tips:
- Always rally Yetis even if rewards are capped
- If a Yeti targets you:
→ Start a rally → Cancel → It stops the attack - Discovering the highest Yeti gives extra rewards
Endless Night is where strong states separate from weak ones.
Smart Greenhouse Priority
NON-NEGOTIABLE RULE: FROST CORE DISCIPLINE (OPTIMAL AGGRESSIVE)
Frost Cores are not flexible spending currency.
They are Bio Lab–locked resources.
The Correct Rule (No Exceptions)
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If your next Bio Lab upgrade takes 8-10+ hours
→ Try to keep enough Frost Cores on hand for the NEXT Bio Lab level -
If your next Bio Lab upgrade takes under 8-10 hours
→ Try to keep enough Frost Cores on hand for the NEXT TWO Bio Lab levels
This ensures:
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Zero Bio Lab downtime
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No forced waiting cycles
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Maximum resistance tempo
If you ever:
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Finish a Bio Lab upgrade and cannot immediately queue the next one
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Or delay Bio Lab because you spent Frost Cores elsewhere
You misplayed.
Your Ice Bloom Engine
You start with:
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2 Smart Greenhouses with AC1, and 2 more when AC2 is placed
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+1 if you bought Wartime Investment
These are mandatory infrastructure.
They:
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Generate Ice Blooms
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Feed your Bio Lab
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Define your resistance ceiling
Each Greenhouse level:
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+5 resistance
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Higher Ice Bloom income
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Faster Bio Lab progression
No Ice Blooms → no Bio Lab
No Bio Lab → no resistance
No resistance → dead season
Phase 1 — Ice Bloom Dominance (Week 1)
Aggressive Upgrade Loop
Hard Stop Rule (Aggressive)
Stop upgrading Bio Lab when:
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Ice Bloom wait exceeds 6–8 hours
Not 12.
8 is the ceiling.
Waiting overnight = mismanagement.
New Greenhouse Rule (Zero Tolerance)
When a new Greenhouse unlocks:
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Bring it to full parity immediately
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No partial leveling
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No “catch-up later” logic
Your lowest Greenhouse sets your cap.
When You May Break the Rule
Only if ALL THREE are true:
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Bio Lab upgrade is instant
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Ice Blooms are overflowing
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Frost Cores are banked per the 10-hour / 2-level rule
Miss one → fix Greenhouses first.
Aggressive Day 2–3 Targets
Optimized players by Day 2–3:
| Building | Level |
|---|---|
| Greenhouses | 10–12 |
| Bio Lab | 9–10 |
Lower Greenhouses = fake progress
Higher Bio Lab = incoming Ice Bloom choke
Phase 2 — Bio Lab Acceleration (Week 2–3)
Entry Conditions (Aggressive)
You flip only when:
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Greenhouses 14–16
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Ice Blooms regenerate faster than you can spend them
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Frost Core discipline is clean (per rule above)
Aggressive Upgrade Loop
Bio Lab is now the resistance engine.
Greenhouses become maintenance only.
What Strong Vs Weak Really Looks Like
Strong Season 2 Players (Day 10–12)
| Building | Level |
|---|---|
| Greenhouses | 16–20 |
| Bio Lab | 10–12 |
Weak Progress Players
| Building | Level |
|---|---|
| Greenhouses | 8–11 |
| Bio Lab | 10–11 |
They look similar.
They are not even close.
Why This Gap Explodes
Strong players have:
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2–3× Ice Bloom income
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Zero Bio Lab downtime
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Earlier resistance breakpoints
Which becomes:
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Bio Lab 15–18 days earlier
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3,000–3,500+ resistance
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Dominance in Ice Pit & Glory Wars
Bio Lab = Power
Bio Lab gives:
- Huge resistance per level
- Mastery XP
This is the single strongest building in S2. It is important not to fall behind here.
New Military Buildings
Glacial Combat Buildings — When They Actually Matter
| Building | What it scales with |
| Glacial Military Depot | ATK × Resistance |
| Glacial Fortress | DEF × Resistance |
| Military Command | Damage × Resistance |
These buildings scale off your resistance, not your base troop stats.
So if your resistance is low, these buildings are garbage value.
If your resistance is high, they become insane multipliers.
The Biggest S2 Mistake
People upgrade these in Week 1–2.
That slows:
- Bio Lab
- Greenhouses
- Mastery EXP
Which means:
They never reach the resistance where these buildings are strong.
Correct Timing Rule
You only start leveling Glacial combat buildings when:
| Requirement | Why |
| Bio Lab ≥ 10 | 1,800+ resistance baseline |
| Greenhouses ≥ 15 | Ice Bloom engine is online |
| Daily Frost Core income stable | Boomers + Yeti covered |
This normally happens:
Late Week 2 → Early Week 3
Right before:
- Ice Pit PvP
- Glory Wars prep
Upgrade Priority Once You Start
Once resistance is high, use this order:
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Military Command (Damage)
Damage scales best with resistance
This boosts:
- Rallies
- Yetis
- Ice Pit
- Glory Wars Alliance Center fights
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Glacial Military Depot (ATK)
Raw damage next
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Glacial Fortress (DEF)
Only matters when troop losses become expensive
Why This Works
Example:
At 1,200 resistance:
+10% Damage = meh
At 2,800 resistance:
+10% Damage = massive
Because resistance reduces virus penalty and multiplies your base stats.
MASTER HALL (Level Cap 50)
Mastery in Season 2 — There Is No Choice Anymore
Support mastery wins you the season.
Combat mastery wins you the wars.
And in Season 2, the game decides the order for you.
Combat mastery is locked until Mastery Level 30.
Everyone starts Support. The only difference is who uses it correctly.
How Mastery Actually Works in Season 2
You gain Mastery EXP from:
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Bio Lab upgrades
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Season Journey
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Events
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Influence
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Kills & rallies
Each Mastery level grants Mastery Points.
Tree availability
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Levels 1–29: Support Tree only
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Level 30+: Combat Tree unlocks
You can reset later, but you cannot skip Support.
Why Support Is The Entire Early Game
Season 2 is hard-gated by resistance.
Support mastery directly increases:
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Ice Bloom income
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Frost Core efficiency
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Virus resistance
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Building speed
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Bio Lab progression
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Influence gain
The result
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You reach Bio Lab 10–15 while others crawl at 6–8
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That creates a 1,000+ resistance gap
Resistance scales:
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Damage dealt
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Damage taken
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Rally contribution
Combat stats do nothing without resistance.
Recommended Support Path (Exact Order)
Located in Level 1 Mastery
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Architect’s Insight — Mastery EXP % (5 points)
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Icebloom Production — Ice Bloom output % (5 points)
Located in Level 10 Mastery
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Frost Core Refinement — Bonus Frost Cores on acquisition (5 points)
Located in Level 20 Mastery
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Resistance Boost — Extra resistance per Smart Greenhouse level (5 points)
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Level 5 bonus: Virus Resistance +5
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Located in Level 5 Mastery
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Siege Expert
When Combat Unlocks
Combat mastery becomes available at:
Mastery Level 30
You should already have:
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Bio Lab ≥ 10
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Greenhouses ≥ 15
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Resistance ≥ 2000
If you don’t, you mis-spent Support points.
When To Reset Into Combat
You reset mastery when:
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Glory Wars approach
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Ice Pit PvP is active
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Your alliance starts matching whales
Typically Week 3–4.
Reset → all points refunded → shift into Combat.
Combat Tree – What Wins Wars
Combat mastery is about three stats only:
Damage → Troop HP → Rally Power
Everything else is bait.
Tier 1 — Mandatory
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Troop ATK
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Hero Skill Damage
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March Damage
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Rally Damage
Tier 2 — Survivability
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Troop HP
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Damage Reduction
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Defense
Required for:
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Ice Pit
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Yeti
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Glory War AC fights
Tier 3 — War Multipliers
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Rally Size
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Rally Speed
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PvP Damage
These decide:
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Capital fights
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AC wipes
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Endless Night ranks
Combat Build Path (Levels 30–50)
Lv 30–35
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ATK
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Hero Damage
Lv 36–42
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HP
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Damage Reduction
Lv 43–50
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Rally Size
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PvP Damage
Role priority
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Rally leads: Rally Size first
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Fillers: ATK + HP first
Ice Pits & Fishing
Ice Pits rotate through three levels each week.
Week 1 is played inside your own state.
Following weeks are cross-server via seasonal matchmaking.
| Level | Day | Time |
| Lv1 | Monday | 11:00 AM (Server Time) |
| Lv2 | Wednesday | 11:00 AM (Server Time) |
| Lv3 | Friday | 11:00 AM (Server Time) |
What Are Ice Pits?
Ice Pits function like a city event, but with a twist:
- Your troops take damage while participating
- You can fish for rewards
- Fishing is limited and ticket-based
- Fish are tradable between players
Think of Ice Pits as a high-risk, high-value fishing zone
How Fishing Works
You can only fish using Fishing Certificates, which come from:
- Daily rewards
- Fishing Guide Collector rewards (can be gifted)
Fishing attempts are limited → Every ticket matters.
The Optimal Strategy
Only fish in Level 3 Ice Pits
Low tier fish flood the state later and people will gift them.
Save every ticket → Fish only in Level 3 → Max value
Animal Rescue – Don’t Misclick
“Never talk to trash animals if you don’t need the loot”
This event is based on rescuing animals across the map on Monday → Wednesday:
Animals:
- Mammoth = 2 Exclusive Weapon fragments, speedups and resources.
- Deer = 300 badges, speedups and resources.
- Fox = 300 orange books, Blueprints, speedups and resources. Solid but situational.
- Boar (Trash) = 200 diamonds, fuel, experience, speedups and resources.
Once clicked, you cannot undo it.
Closing the window still gives the reward.
Never talk to trash animals if you don’t need the loot.
The Real Choice: Mammoth vs Deer
This is where guides usually fail — because the correct answer depends on progression.
Mammoth — When to Choose It
Choose Mammoth if:
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You are not training T10s yet (or don’t plan to this season)
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You are weapon-fragment starved
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You are still HQ 26–27
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Your badge economy is stable
Deer — When It Becomes Better Than Mammoth
Deer overtakes Mammoth when the following are true:
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You are actively starting or sustaining T10 training
- You did not stockpile speedups going into Season 2
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Your main bottleneck is badges, not weapon fragments
Why Deer is insane in Season 2:
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300 badges is massive at scale – 3,000 badges each day (when available)
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Speedups accelerate:
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Bio Lab
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Smart Greenhouses
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Deer are better than Mammoth if you are looking for badges
Fox — Middle Tier, Situational
Fox is fine only if:
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You’re starving on orange books
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You’re blueprint-gated
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You don’t urgently need badges or fragments
Fox is never wrong, but it’s rarely optimal.
HQ 30-35 Level Requirements
Here are the HQ 30-35 Level Requirements
| Level | Required Buildings | RSS |
| 30 | Laboratory Shooter Camp |
Wood: 1.4 G Food: 1.4 G Zent: 277.1 M |
| 31 | Laboratory Rider Camp |
Wood: 1.2 G Food: 1.2 G Zent: 241.4 M Steel: 2.2 M |
| 32 | City Walls | Wood: 1.4 G Food: 1.4 G Zent: 289.8 M Steel: 3.1 M |
| 33 | Alliance Center | Wood: 1.7 G Food: 1.7 G Zent: 347.6 M Steel: 4.1 M |
| 34 | Assaulter Camp | Wood: 2 G Food: 2 G Zent: 399.5 M Steel: 5.3 M |
| 35 | Shooter Camp | Wood: 2.3 G Food: 2.3 G Zent: 459.8 M Steel: 6.4 M |