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WAR & League

Prepare your guild, choose your fighters, and understand the result.

Two different guild competitions

CompetitionWho fights?What is decided?
WARAll formal guild members, in rounds of up to five per side.A declared war against one guild, with an Honor gain or loss.
LeagueThe chief and up to four members in the League formation.Your guild's place in the League ladder and divisions.

Formal members are accepted guild members, including the chief and Admins. Applicants waiting to join do not count.

What rewards do you receive?

WAR changes guild Honor according to the result, Honor difference, and casualties.

League wins can improve your guild's League ranking and lead to division promotion. League does not award WAR Honor.

Neither competition awards extra Gold, EXP, Diamonds, items, or guild warehouse resources.

Guild rights and military titles

Guild rights control who may prepare a battle. Warfare allows declaring WAR, changing battle order, and changing Concentrating fire. Assign member roles allows military appointments. Build / upgrade Tower allows changes to the guild tower.

The Guild Leader always has all rights. Only the Leader can change the permission settings or appoint and dismiss Admins. Promoting someone to Admin preserves their separate military title.

Military titles are General, Colonel, Captain, and None. They determine priority in an ordered WAR roster. A title does not add combat stats or reserve a League place.

Permissions are configured separately for Admin, General, Colonel, Captain, and None. They do not add together. An Admin uses the Admin permissions, even when that player also holds a military title.

To change a title, open Appointment. You need the appointment right, and both the member's current rank and the title you assign must be below your own rank. The management hierarchy is Guild Leader, Admin, General, Colonel, Captain, then None. You cannot appoint yourself or change the Guild Leader's title.

For example, an Admin with Assign member roles can appoint a General. A General with that right can appoint a Colonel or Captain, but cannot appoint another General.

WAR: declare and prepare

  1. Both guilds need at least five formal members. A five-member guild can declare war and receive a declaration.
  2. Use Declare war to find the other guild and confirm. The defender does not need to accept.
  3. The war starts automatically 12 hours after declaration. The absolute Honor difference must be below 10,000 when declaring.
  4. Prepare your military titles and battle order before the war starts. WAR uses all formal members; your five-place League formation does not limit the WAR roster.

A scheduled declaration blocks another declaration by that guild until it starts. The same guild cannot declare against the same opponent again until 72 hours after their previous war finishes. A pending war between the two guilds also blocks a reverse declaration.

WAR: choose the battle order

Open Guild Settings and choose Descending, Ascending, or Random. New guilds start with Random, so assigning a military title alone does not guarantee an earlier place.

Battle orderHow members are selected
DescendingGeneral before Colonel, then Captain, then None. Within the same title, higher-level members go first.
AscendingThe reverse: None before Captain, then Colonel, then General. Within the same title, lower-level members go first.
RandomThe roster is shuffled. Military titles and levels do not set the order.

Example in Descending order: a level 20 General goes before a level 60 Colonel, then a level 80 Captain, then a level 100 member with None.

Guild Leader and Admin are management roles, not extra military titles in this order. An Admin with no military title is sorted with None. Their management rights do not move them to the front.

WAR: rounds, survivors, and towers

  • Up to five fighters from each guild enter a round. Eliminated members leave that war.
  • Survivors return behind members who have not fought yet. Their HP, weapons, and skill uses refresh, while combat stats are multiplied by 0.9 after each round they survive: about 90%, then 81%, then 72.9% of their starting values.
  • The guild with fighters remaining wins. Starting with more members can matter: a guild may win even after suffering more casualties.
  • Guild towers support the rounds. Pets, personal towers, and Call Friend guards do not participate.
  • Concentrating fire makes the guild's fighters and tower focus on a shared enemy until that target is defeated.

WAR: read the battle report

Total is the number of participants at the start. Killed is that guild's own members eliminated, not the number of enemies it defeated. Subtract Killed from Total to find its survivors.

In the 45-versus-24 example, the winning guild lost 38 members and had seven survivors. The other guild lost all 24 members. The winner is decided by the remaining fighters, not by comparing the two Killed numbers.

Select a completed war to open its rounds and available battle replays.

WAR: why +49 and −50 can be correct

The base Honor amount depends on the winner's Honor minus the loser's Honor immediately before the award.

Winner Honor minus loser HonorBase Honor
Below −3,000100
−3,000 to −2,00190
−2,000 to −1,00170
−1,000 to 99950
1,000 to 1,99930
2,000 to 2,99910
3,000 or more0

The loser loses the base amount. The winner receives the base plus a casualty adjustment: subtract the winner's casualties from the loser's casualties, divide by ten, and discard the fractional part toward zero.

Example: base 50, winner casualties 38, loser casualties 24. The adjustment is (24 − 38) / 10 = −1. The winner's change is +49 and the loser's change is −50.

A casualty difference from −9 to +9 gives no adjustment, which explains many +50 / −50 results. If the base amount is zero, the adjustment is also zero. Honor can become negative.

League: build your formation

Any formal member can enroll the guild in League. Enrollment persists; it does not require Warfare permission, five guild members, or a full formation. New entrants join the bottom of the ladder.

The chief holds the central place. Up to four other formal members can join the remaining places. An incomplete formation can still participate.

Open Guild League, join an empty place, or challenge an eligible member for an occupied place. Winning the challenge takes that place. The chief's central place cannot be challenged.

League uses the selected formation positions. WAR's Descending, Ascending, and Random settings and military-title priority do not rearrange this team.

If you already hold a place and win a challenge for another place, the two members swap positions. Military titles do not automatically give anyone a place.

After a ranking-phase loss, the losing guild's four optional places are cleared. After division matches, all participating guilds' optional places are cleared. The chief remains. Members must join or challenge for those places again before the next cycle.

League: cycles, rankings, and divisions

The League runs automatically at the same daily reset as Explorer and World Boss. Use the next-reset time shown in the game. No manual match-start action is needed.

The League keeps a persistent ladder. Its initial ranking takes the top 500 guilds by Honor; later cycles follow League results rather than re-sorting by WAR Honor. Completed cycles retain the top 500, while new entrants are kept until their first participation.

The top 60 guilds form six divisions of ten: places 1–10, 11–20, 21–30, 31–40, 41–50, and 51–60. A division can have fewer guilds while the ladder is still filling.

Below the top 60, ranking battles work upward from the bottom of the ladder. A lower-ranked guild fights the guild immediately above it and can move up by winning.

Within each division, each guild fights every other guild once: nine matches per guild in a full division. Wins decide their order; tied results retain the previous relative order.

Afterward, places 10/11, 20/21, 30/31, 40/41, 50/51, and 60/61 swap. The best guild in a lower division moves up, the last guild in the division above moves down, and the top ranking-phase guild enters division six.

League matches are team battles using the prepared formation, not WAR's sequence of full-guild elimination rounds. League places and division movement are separate from WAR Honor awards.

Guild towers support League teams. Pets, Call Friend guards, and WAR's Concentrating fire setting do not participate. League results award wins and ladder movement, without Gold, EXP, or WAR Honor payments.

Before the next battle

  • For WAR: check both guilds have five formal members, assign military titles, and choose the intended battle order in Guild Settings.
  • For League: check enrollment, fill the four places around the chief, and review the displayed reset time.
  • Afterward: open the report, check the winner and survivors, and use the available replays to understand the result.

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