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Alliance tactics

Elixir Race

30 minutes, three phases and one total count. The alliance that distributes roles in advance and switches between buildings in time wins.

Original images are preserved. Text within them remains in the original language.

The main rule

Don't send everyone to the same place. Before the start, assign defenders, a mobile strike group and players who will take care of the camps after the 13th minute.

Why participate in the Race for the Elixir?

Alliance victory

Two alliances gain a total score. The winner is the team that received the most points for structures and collection on the map in 30 minutes.

Participation Rewards

Rewards are also given in case of defeat; Important prizes include hardened steel for equipment. The outcome depends on the version of the event, the result and personal contribution.

Safe PvP Practice

The event gives out a separate army, so you can learn coordination, attacking cities and protecting objects without constant losses of the main army.

Where do glasses come from?

Retention of structures

Buildings constantly replenish the total account while they are under the control of the alliance. This is the main source of points from the beginning of the battle.

Gathering in the camps

After the 13th minute, herb camps appear. The units sent there gradually bring points directly into the common treasury.

First aid kits at objects

First aid kits appear around captured structures. Both sides can collect them, receiving a small increase in the score.

15+Sanctuary level
20 + 10main and spare
30 minutesduration of the battle
11structures on the map

Three phases of battle

Capture starting points

Alchemy Workshops, Observation Point, Migration Gate and Healing Tents are open. Quickly occupy pre-assigned targets.

Battle for the center

The Elixir Castle, War Relics and Cursed Altar are unlocked. Free units should be at the center in advance.

The emergence of camps

Camps with herbs appear on the map. Weak and free units begin gathering while the strike group holds key buildings.

End of the battle

The alliance with the highest total score wins. In the last minutes, protect your advantage and don’t get distracted by pointless chases.

How to collect the elixir

  1. Wait until the 13th minute. Before this, there are no camps on the map: the first two phases are devoted to capturing structures and preparing control.
  2. Leave a free hike in advance. Do not tie up all the units with garrisons and battles if, according to the plan, you are responsible for the collection.
  3. Look for camps with a supply of herbs. It is their collection in the event interface that serves as the collection of the elixir. Send a squad to the camp - points will gradually flow into the overall alliance account.
  4. Don't leave pickers unprotected. The enemy can knock the squad out of the camp and take the place himself. Transfer the coordinates to the chat and ask the mobile group to cover the area.
  5. Stop your opponent from collecting. If your key buildings are protected, a mobile unit can dislodge enemy foragers and immediately return to its tasks.
  6. Don't trade an expensive building for a cheap fee. The Castle, Workshops and early Observation Post are more important than one camp. Entrust the collection to free and less powerful players.

The meaning of the collection: it is not a separate resource that needs to be taken to the shelter. The collection on the battlefield turns into points for the current match and helps the alliance win.

Battlefield map

Alliances enter from the western and eastern edges. The castle is in the center, and the rest of the buildings are distributed around it.

AM — Alchemical workshop · LP — Treatment tent · NP — Observation point · VM — Gate of Migration

What do the buildings provide?

ConstructionGlassesWhy hold
Elixir Castle48 / 32The most expensive central point; opens at 10 minutes.
Alchemy workshop30 / 20The main stable source of points from the very beginning of the battle.
Treatment tent18 / 12Returns 15 wounded to duty every 10 seconds.
Observation point6 / 4Increases all alliance points by 10%; especially valuable at the beginning.
Gate of Migration6 / 4Reduces city movement recovery by 50%.
Relics of War6 / 4Give allies +15% to health, attack and defense of heroes.
Cursed altar6 / 4Reduces the health, attack and defense of enemy heroes by 15%.

The first number is the points of the protected structure, the second - the points of the plundered one. Once captured, the point cannot be recaptured for 60 seconds; Up to 20 defenders fit inside.

Alliance plan for 30 minutes

  1. Distribute your targets before entering. Each participant must know the starting structure and their role.
  2. Please arrive five minutes before start time. Check the units, the opponent and the direction from your entry zone.
  3. Take your starting points immediately. Do not gather the entire team in one building.
  4. Take the Observation Point early. His bonus will have time to enhance more accumulated points.
  5. By the ninth minute, prepare for the center. Release the shock troops and lead them to closed objects.
  6. At the tenth minute, press the Lock. At the same time, try to pick up the Relics or the Altar.
  7. After the thirteenth minute, collect the herbs. This is done by free and less powerful participants.
  8. Defend the score in the final. Holding objectives is more important than random fights away from targets.

Three roles in a team

Strike group

Knocks out opponents, helps to capture the center and quickly arrives at problem spots.

Defenders

They hold the Workshops, Observation Post and Tents, and report the approach of the enemy.

Mobile players

They cover free objects, collect herbs and strengthen the part of the map where there are not enough people.

Advanced combat tactics

  1. Assemble one reliable main squad. Give the first campaign to the strongest heroes. Use the second and third for a serious battle only with sufficient leveling.
  2. Scout with a cheap hike. One weak hero can test the opponent’s wall without quickly expending combat-ready troops. If the defense is empty or weak, send the main detachment after.
  3. Switch defense manually. A strong unit on the wall is useful against an equal or weaker player. If the attacker is noticeably stronger, temporarily remove the defenders so as not to exhaust the event army.
  4. Appoint a protector of the Gate of Migration. A strong mobile player holds the portal and uses reduced movement cooldown to quickly strengthen points of contention.
  5. Catch the open city. When the main enemy units have gone to the structures, a series of quick attacks on the city can reset its strength and return the owner to the entrance zone until movement is restored.
  6. Don't be afraid of the time lag. While actively knocking out opponents, the score may grow more slowly. This tactic only pays off when the team immediately occupies the liberated structures and holds them.
How does defense work?

The event uses a separate army: there are no permanent losses to the main army, but issued troops are injured and may temporarily run out. Turn on the wall against equal and weak opponents; Against a noticeably stronger enemy, an empty defense helps prevent the supply from being depleted too quickly.

What should a weak player do?

Occupy empty buildings and free up strong players for the center.

After the 13th minute, send free units to the herb camps.

Send the coordinates of the attacked point to the chat and ask the mobile group for help.

Don't chase a strong enemy alone - keep each squad occupied with a useful task.

Common mistakes

  • Send the entire alliance to one point and leave the rest of the map empty.
  • Start moving towards the Castle only after it opens at the 10th minute.
  • Capture the Observation Point too late, when its bonus will almost not have time to pay off.
  • Ignore herb camps after 13 minutes.
  • Chase enemy cities instead of capturing and holding structures.
  • Leaving units without a mission or silently losing an attacked point.
Short

Starting points → early Observation point → preparation for the center in the 9th minute → Castle in the 10th → camps in the 13th → defending the score until the end.