Events
Elixir Scramble
Thirty-minute alliance-versus-alliance PvP: building phases, Observation Platform, Elixir Castle, and the roles that win the match.
Updated:
Format
About 30 minutes of alliance-versus-alliance PvP on a shared map. Points come from:
- Holding buildings (primary)
- Gathering at resource camps
- Killing enemy Doctors (small compared with buildings)
R4/R5 assign the roster. Matchmaking uses combined participant Might.
Kills are side scoring. Buildings decide the match.
Buildings and phases
| Building | Opens | Alliance pts/sec | Effect | Priority |
|---|---|---|---|---|
| Observation Platform | start | 10 | +10% points from all held buildings | 1 (open) |
| Immigration / Migration Portal | start | 10 | −50% relocation CD | 2 |
| Healing Tent | start | 30 | heals wounded (~15 / 10 sec) | 3 |
| Alchemy Workshop | start | 50 | best early score | 4 |
| Elixir Castle | ~10 min | 80 | win condition | 1 (phase 2) |
| War Relic | ~10 min | 10 | +15% ATK/DEF/HP for you | 2 |
| Cursed Altar | ~10 min | 10 | −15% enemy stats | 2 |
| Resource Camps | ~13 min | 5 | gather for weaker players | 3 |
Personal points from buildings are usually ~30/sec (camps ~5). Verify in the client.
Timeline
0–10 min — Phase 1
- Grab Observation Platform first (multiplier on all holds).
- Take Portal and Healing Tent in parallel.
- Put the main force on Alchemy Workshop.
- Leave garrisons. Do not chase kills.
~10 min — Phase 2
- Full force on Elixir Castle (80 pts/sec).
- Secondary squads contest War Relic and Cursed Altar (~30% swing together).
- Splitting without a plan loses the Castle.
~13 min — Phase 3
- Camps — for low Might / non-combat players.
- Fighters stay on buildings.
- Pick up medkits on the way — never abandon a contested hold.
Roles before start
| Role | Job |
|---|---|
| Shot-caller | Orders, Castle timing |
| Hold | Garrison key buildings |
| Push | Capture / contest Castle and Relic/Altar |
| Gather | Camps from minute 13 |