Document Sections

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

 


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)

  • 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:

  • Zero Bio Lab downtime

  • No forced waiting cycles

  • Maximum resistance tempo

If you ever:

  • Finish a Bio Lab upgrade and cannot immediately queue the next one

  • Or delay Bio Lab because you spent Frost Cores elsewhere

You misplayed.


Your Ice Bloom Engine

You start with:

  • 2 Smart Greenhouses with AC1, and 2 more when AC2 is placed

  • +1 if you bought Wartime Investment

These are mandatory infrastructure.

They:

  • Generate Ice Blooms

  • Feed your Bio Lab

  • Define your resistance ceiling

Each Greenhouse level:

  • +5 resistance

  • Higher Ice Bloom income

  • 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

Greenhouse → Greenhouse → Greenhouse → Greenhouse → Bio Lab
(repeat without mercy)

Hard Stop Rule (Aggressive)

Stop upgrading Bio Lab when:

  • 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:

  • Bring it to full parity immediately

  • No partial leveling

  • No “catch-up later” logic

Your lowest Greenhouse sets your cap.


When You May Break the Rule

Only if ALL THREE are true:

  • Bio Lab upgrade is instant

  • Ice Blooms are overflowing

  • 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:

  • Greenhouses 14–16

  • Ice Blooms regenerate faster than you can spend them

  • Frost Core discipline is clean (per rule above)


Aggressive Upgrade Loop

Bio Lab → Bio Lab → Bio Lab → Greenhouse (only if bloom-starved)

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:

  • 2–3× Ice Bloom income

  • Zero Bio Lab downtime

  • Earlier resistance breakpoints

Which becomes:

  • Bio Lab 15–18 days earlier

  • 3,000–3,500+ resistance

  • 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:

  • Military Command (Damage)

 Damage scales best with resistance
This boosts:

  • Rallies
  • Yetis
  • Ice Pit
  • Glory Wars Alliance Center fights
  • Glacial Military Depot (ATK)

Raw damage next

  • 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:

  • Bio Lab upgrades

  • Season Journey

  • Events

  • Influence

  • Kills & rallies

Each Mastery level grants Mastery Points.

Tree availability

  • Levels 1–29: Support Tree only

  • 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:

  • Ice Bloom income

  • Frost Core efficiency

  • Virus resistance

  • Building speed

  • Bio Lab progression

  • Influence gain

The result

  • You reach Bio Lab 10–15 while others crawl at 6–8

  • That creates a 1,000+ resistance gap

Resistance scales:

  • Damage dealt

  • Damage taken

  • Rally contribution

Combat stats do nothing without resistance.


Recommended Support Path (Exact Order)

Located in Level 1 Mastery

  • Architect’s Insight — Mastery EXP % (5 points)

  • Icebloom Production — Ice Bloom output % (5 points)

Located in Level 10 Mastery

  • Frost Core Refinement — Bonus Frost Cores on acquisition (5 points)

Located in Level 20 Mastery

  • Resistance Boost — Extra resistance per Smart Greenhouse level (5 points)

    • Level 5 bonus: Virus Resistance +5

Located in Level 5 Mastery

  • Siege Expert


When Combat Unlocks

Combat mastery becomes available at:

Mastery Level 30

You should already have:

  • Bio Lab ≥ 10

  • Greenhouses ≥ 15

  • Resistance ≥ 2000

If you don’t, you mis-spent Support points.


When To Reset Into Combat

You reset mastery when:

  • Glory Wars approach

  • Ice Pit PvP is active

  • 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

  • Troop ATK

  • Hero Skill Damage

  • March Damage

  • Rally Damage


Tier 2 — Survivability

  • Troop HP

  • Damage Reduction

  • Defense

Required for:

  • Ice Pit

  • Yeti

  • Glory War AC fights


Tier 3 — War Multipliers

  • Rally Size

  • Rally Speed

  • PvP Damage

These decide:

  • Capital fights

  • AC wipes

  • Endless Night ranks


Combat Build Path (Levels 30–50)

Lv 30–35

  • ATK

  • Hero Damage

Lv 36–42

  • HP

  • Damage Reduction

Lv 43–50

  • Rally Size

  • PvP Damage

Role priority

  • Rally leads: Rally Size first

  • 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:

  • You are not training T10s yet (or don’t plan to this season)

  • You are weapon-fragment starved

  • You are still HQ 26–27

  • Your badge economy is stable

Deer — When It Becomes Better Than Mammoth

Deer overtakes Mammoth when the following are true:

  • You are actively starting or sustaining T10 training

  • You did not stockpile speedups going into Season 2
  • Your main bottleneck is badges, not weapon fragments

Why Deer is insane in Season 2:

  • 300 badges is massive at scale  – 3,000 badges each day (when available)

  • Speedups accelerate:

    • Bio Lab

    • Smart Greenhouses

Deer are better than Mammoth if you are looking for badges

Fox — Middle Tier, Situational

Fox is fine only if:

  • You’re starving on orange books

  • You’re blueprint-gated

  • 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

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