A scheduled ~bi-weekly 30-vs-30 alliance battleground. Troops don’t die — they heal with speedups — so aggression is cheap. Points come from structures, the Ark, and gathering nodes.
Early game (5–7 min): fast movement. Open rallies to capture the Obelisk (Temple), then push your city to the front line.
Mid game (most of the match): both sides reinforce structures, open rallies to capture the enemy’s, and trade sporadic skirmishes.
Chest contention: the Osiris Chest appears (15 min). All-out mid battle to seize it and carry it back to your structure to score.
Team formation
Finalize your roster and split into four teams (A, B, C, D) responsible for different map areas.
Central area (Teams B, C): the most important — War Temple, Desert Temple, and the central Chest zone. Put your strongest players, the Key Rally and the Key Defender here.
Flanks (Teams A, D): medium/weaker strength to protect the Sun Temple and the Temple of Life.
Skills & setup
A common combo: Powerful Push (speeds early building capture), then Anti-Formation, Mysterious Deployment and Heavenly Grace to support chest fights. For the last 1–2 chests, the Suicide skill (big damage) is the finisher.
Prefer a defence boost — the mode already grants attack. Use a 25% army expansion here (save 50% for KvK). Pop troop-capacity buffs and equip role-appropriate gear before the match.
Tactical deployment
Early: use high-speed cavalry (even T1/T2) to grab Obelisks fast. Keep 2 armies ready to rally enemy structures and 2 to rally your own base defence.
Put your Key Defenders into the base rally so that the instant it’s captured, they become the garrison captains.
Chest retention: the next chest spawns exactly 8:15 after the last was submitted. Hold the chest near your building and only submit once the clock reads under 8 minutes — this lets you control the next spawn and pre-plan rage & cooldowns for the team fight.
Protect the Ark/chest carrier over chasing kills; a dropped Ark can be re-taken.
Good leads: Bertrand (tanky rally), Charles Martel + YSG (durable), and gatherers (Sarka/Joan/Constance/Centurion) for supply runs.
Seven common mistakes
Alliance lock: registering for a sub-alliance but getting stuck in the main alliance at start time (it’s mid-match, so the system locks you) — leaving you short-handed.
Bad teleport-slot order: the first 8 teleport slots at each Obelisk are vital. Reserve them for Key rally/defence; if weak players port first, the formation collapses.
Chasing open-field fights and neglecting structures — points come from structures. Over-committing to kills gets you backstabbed.
Forgetting the chest carrier: everyone brawls in the middle but no one focus-fires the enemy carrying the chest home.
Wrong or mistimed skills: R4/R5 clicking the wrong skill or using it at the wrong moment, wasting a game-changer.
No “Key” pillars: a fun team with no dedicated garrison or rally lead. The Key is the backbone.
No plan: everyone freelances when the fight starts — assign lanes, garrison duty, and chest collection beforehand.