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    <title>Last War Guides</title>
    <link>https://igraphi.com/lastwar/</link>
    <atom:link href="https://igraphi.com/lastwar/rss.xml" rel="self" type="application/rss+xml" />
    <description>Short, sourced decision guides for Last War: Survival players.</description>
    <language>en</language>
    <lastBuildDate>Mon, 26 Oct 2026 12:00:00 GMT</lastBuildDate>
    <item>
      <title>Season 4: Stuff People Forget</title>
      <link>https://igraphi.com/lastwar/stuff-people-forget/</link>
      <guid isPermaLink="true">https://igraphi.com/lastwar/stuff-people-forget/</guid>
      <pubDate>Tue, 06 Oct 2026 12:00:00 GMT</pubDate>
      <description>New to Season 4? The timeline, the words, and the rules that cost Stone, troops, or VS points when they slip.</description>
      <content:encoded><![CDATA[ <h2>The short version</h2>
<p class="rule">Light on. Lab before Lighthouse 11. City buff needs the Oni. Spend Magatama before the week dies. Speedups on the right day. Wall only at home. Recall before Marshal.</p>
<h2>Before the season starts</h2>
<ul>
<li>Bank Hero's Return tickets. They do not carry a useful pool across seasons, so spend them on Day 1 of Season 4, not in the off-season.</li>
<li>Send trucks out in the last minutes before the countdown hits zero. Once the season starts, they are safe.</li>
<li>Reset the profession tree before the countdown.</li>
<li>Do not kill the Doom Walker yet. The level 190 first kill only counts after the season starts.</li>
<li>Barracks 35 can run now if it is not done. It needs Headquarters 35 and it is slow. It does not unlock T11. It only gets the barracks ready for the off-season after Season 4.</li>
</ul>
<h2>New this season</h2>
<p>Season 4 is Evernight Isle, also called Sakura Isle. The new rule is light versus dark. Everything else hangs off that.</p>
<p><strong>The story, short:</strong> The Doom Legion infected the idol Kageyama Ryūran with the Oni Virus (ONV). It woke the Oni General instead, and Ryūran built the Nightfall Device that put the island in the dark. The virus spreads in darkness. Your job is to bring the light back. Sarah, who trained at Kage no Sato, knows the island best.</p>
<p><strong>The dark</strong></p>
<ul>
<li>The Nightfall Device keeps the island dark all season.</li>
<li>In the dark: generation −30%, march speed −20%, tactic-card drops about −15%, and stronger zombies and Doom Elites.</li>
<li>A lit tile removes all of it.</li>
</ul>
<div class="shots"><figure><a href="/images/lastwar/s4-rules-darkness.webp"><img src="/images/lastwar/s4-rules-darkness.webp" alt="Against Darkness rules screen with the Alliance Center and the generator" width="900" height="1064" loading="lazy"></a><figcaption><b>Against Darkness.</b> Take the light back first. Generators run on zombies.</figcaption></figure></div>
- Virus Resistance is the check on zombies, Doom Elites, and stronghold guardians. Light and the Lab both add it.
- Doom Elites are the season elites. They pay Stone and Quartz.
<p><strong>Lighthouse</strong></p>
<ul>
<li>The new building in front of your truck. It stores power and lights a square around your base.</li>
<li>The more power it burns, the bigger the lit area. Anything inside the light ignores the dark.</li>
<li>Brightness L1 to L4: +50, +150, +250, and +250 Virus Resistance. Range and drain rise with each level. Resistance stops climbing at L3. L4 adds range and morale, and opens at Lab 20.</li>
<li>Two switches. Brightness Auto-Adjustment: on. Auto Turn Off when Blood Night descends (Electrician tab): off. That second one is why a Lighthouse stays dark after the window.</li>
<li>Blood Night adds 18,000 power a minute. L1 goes from 1,200 to 19,200. L4 goes from 18,000 to 36,000.</li>
<li>Later, push it to 10 with iron and food. Stop at 10 until Lab 35. Going past 10 earlier eats the Quartz the Lab needs.</li>
<li>For a rally, raise brightness, then drop back to L1. A neighbor at L3 covers you too.</li>
<li>Light on for marches. That is how Mini Maneki-neko show.</li>
<li>Turning the light off and on has a 1-minute cooldown.</li>
</ul>
<div class="shots"><figure><a href="/images/lastwar/s4-lighting-manual.webp"><img src="/images/lastwar/s4-lighting-manual.webp" alt="Lighting System manual: 1 Lighthouse and 4 generators" width="1024" height="1500" loading="lazy"></a><figcaption><b>Lighting System.</b> One Lighthouse, four generators. Higher Lighthouse levels add power capacity.</figcaption></figure><figure><a href="/images/lastwar/s4-lighthouse-panel.webp"><img src="/images/lastwar/s4-lighthouse-panel.webp" alt="Lighthouse panel at L1 with power gauges and brightness slider" width="1036" height="1580" loading="lazy"></a><figcaption><b>Lighthouse panel.</b> L1 uses 1,200 a minute. The auto-adjust switch sits above the L1 to L4 slider.</figcaption></figure></div>
<p><strong>Generators and electricians</strong></p>
<ul>
<li>Four generators feed the Lighthouse. They open at Lab 1, 3, 10, and 15. Two hold L1.</li>
<li>Capture zombies to run them. Captured zombies do not die. They sit in a cage and fuel the generator all season.</li>
<li>Each generator comes with an electrician. One job at a time: light your march, power an ally, or charge a Lucky Cat.</li>
<li>Keep one on the march. It lights the squad, shields it from the dark, turns off the Blood Night zombie buff, and can turn up surprise rewards like a Mini Maneki-neko.</li>
<li>Lucky Cats (Maneki-neko): a Mini is one find a day, and only you can charge it. Large cats are shared, charged by an electrician, give 3 claims a day, and bank up to 15.</li>
<li>Turn on &quot;bring electrician on expedition.&quot; It needs one at home.</li>
<li>Parked on an ally, they earn profession EXP. Fine overnight, not into Blood Night.</li>
<li>Before Blood Night, bring them home or onto a beacon. Alliance Center power does not cover the spike.</li>
<li>Battery cap is 300k. About 44 electricians cover a full Blood Night. 20 to 30 last 12 to 17 minutes.</li>
<li>Combat players: two on you, one on allies, one as the bright light. Support players: one on you, three out.</li>
<li>There are no alliance Stone or Quartz tiles. Send electricians to allies instead.</li>
</ul>
<div class="shots"><figure><a href="/images/lastwar/s4-electricians.webp"><img src="/images/lastwar/s4-electricians.webp" alt="Electrician tab with four electricians assisting allies" width="1028" height="1545" loading="lazy"></a><figcaption><b>Electrician tab.</b> Your electricians on allies, with recall buttons. Allies helping you show below.</figcaption></figure><figure><a href="/images/lastwar/s4-power-sources.webp"><img src="/images/lastwar/s4-power-sources.webp" alt="Power Activity: Alliance Center, allies and Lighthouse power" width="1038" height="657" loading="lazy"></a><figcaption><b>Power Activity.</b> Where your power comes from and where it goes.</figcaption></figure><figure><a href="/images/lastwar/s4-rules-light.webp"><img src="/images/lastwar/s4-rules-light.webp" alt="Rules screen: Lighthouse, Electrician, and Illuminate the Path to Battle" width="900" height="781" loading="lazy"></a><figcaption><b>Rules.</b> Lighthouse, electricians, and lit marches, in the game's own words.</figcaption></figure></div>
<p><strong>Optoelectronic Lab and Quartz</strong></p>
<ul>
<li>The Lab is the season priority. It caps at 35 with 13,000 Virus Resistance, and unlocks brightness and generators.</li>
<li>It runs on Quartz. Quartz pays for the Lab and season upgrades. Quartz Workshops make it.</li>
<li>Stone pays for the workshops. Digging Strongholds and Doom Walker pay it. It is not Quartz.</li>
<li>Keep workshops even. Each level is +720 Quartz an hour, and costs climb.</li>
<li>Claim before storage caps.</li>
<li>Quartz goes to the Lab, not the Lighthouse.</li>
<li>The Protector is back at level 1. Keep it at 10 or below until the four Quartz Workshops are up. Past 10 it eats Stone or Quartz the Lab needs.</li>
</ul>
<p><strong>Blood Night and Oni</strong></p>
<ul>
<li>From Tuesday of Week 1, three 30-minute windows a day. Later stages bring Oniwagons, an Oni legion, and the Holy Mountain.</li>
<li>In Stage 1, lit bases are safe from wandering zombies, and first kills reset. Farm the first window.</li>
<li>On Blood Night, island zombies become Blood Night Zombies. They hunt commanders who stay in the dark.</li>
<li>Capturing a city does not turn its buff on. On Blood Night, pieces of the Oni General appear above each city. Kill it there.</li>
<li>Magatama drops from Sakura Isle zombies, by chance. The Oni General's Magatama comes by mail.</li>
<li>Oni Summon: a profession skill. Week 3, Blood Night only. A 5-minute skill that pulls Oni to your base. 20 Magatama per Oni.</li>
<li>Magatama is the Blood Night currency. Week 1 shop: 10K Quartz for 20 (limit 10), the Legendary tactic pack for 500 (limit 1), and training certificates first. Speedups cost 2 and are a trap. Save Magatama for them in Week 8. Stock resets weekly.</li>
<li>Exclusive weapons: Lucius Week 1, Adam Week 3, Williams Week 6. Sarah UR opens Week 3.</li>
<li>Year of the Dragon, if built: +10% city coin for the season.</li>
</ul>
<div class="shots"><figure><a href="/images/lastwar/forget-blood-night.webp"><img src="/images/lastwar/forget-blood-night.webp" alt="Blood Night Descends event screen, Stage 1" width="324" height="688" loading="lazy"></a><figcaption><b>Blood Night.</b> Kill the city's Oni General here, or the city buff stays locked.</figcaption></figure><figure><a href="/images/lastwar/forget-season-boost.webp"><img src="/images/lastwar/forget-season-boost.webp" alt="Evernight Isle Season Boost list with Year of the Dragon and Sarah" width="404" height="664" loading="lazy"></a><figcaption><b>Season Boost.</b> Year of the Dragon: +10% city coin output once built.</figcaption></figure><figure><a href="/images/lastwar/s4-rules-blood-night.webp"><img src="/images/lastwar/s4-rules-blood-night.webp" alt="Blood Night rules screen: Oni General and Blood Night Zombie" width="900" height="1099" loading="lazy"></a><figcaption><b>Blood Night rules.</b> Zombies hunt anyone left in the dark.</figcaption></figure></div>
<p><strong>Blood Night Hunter</strong></p>
<ul>
<li>Opens Week 2. Transform on a warless day. Survive 7 minutes for the max chest.</li>
<li>Stay off Contaminated Land. There, anyone can hit you.</li>
<li>Bank the free hunter teleports before the map seals.</li>
<li>Week 7 War's Eve: shorter cooldown, higher HP cap, double Blood Blade.</li>
</ul>
<p><strong>Tactics cards</strong></p>
<ul>
<li>They open on Day 2.</li>
<li>Gold core cards stay after the season. Two slots.</li>
<li>Battle and resource cards are season only. Dismantle them yourself.</li>
</ul>
<p><strong>Copper</strong></p>
<ul>
<li>Copper decides your alliance's rank. The more it holds at season end, the better the rewards. It is not a building cost.</li>
<li>Cities pay 100 Copper an hour per level. Level 6 is 600 an hour.</li>
<li>Copper Wars plunder Alliance Centers: Wednesday and Saturday, Weeks 4 to 7. Alliance Center plunder 6%, side buildings 3%.</li>
<li>Hit a held center in one timed wave, not a trickle.</li>
</ul>
<div class="shots"><figure><a href="/images/lastwar/s4-rules-copper.webp"><img src="/images/lastwar/s4-rules-copper.webp" alt="Evernight Isle rules screen with the Copper entry" width="900" height="903" loading="lazy"></a><figcaption><b>Copper.</b> Captured cities produce it. Alliance total at season end sets the rank.</figcaption></figure></div>
<h2>The season at a glance</h2>
<ul>
<li><strong>Pre-season:</strong> 2 weeks.</li>
<li><strong>Day 1:</strong> Donate to unlock the season buildings. Place the Lighthouse.</li>
<li><strong>Day 2:</strong> Tactics cards open.</li>
<li><strong>Week 1, Tuesday:</strong> Blood Night starts. Lucius exclusive weapon.</li>
<li><strong>Weeks 2 and 3:</strong> Blood Night Hunter, the Divine Tree.</li>
<li><strong>Week 3:</strong> Oni Summon. Adam exclusive weapon. Sarah can promote to UR. Faction choice, which sets your Copper War side.</li>
<li><strong>Weeks 4 to 7:</strong> Copper Wars, Wednesday and Saturday.</li>
<li><strong>Week 6:</strong> Williams exclusive weapon.</li>
<li><strong>Week 7:</strong> War's Eve.</li>
<li><strong>Week 8:</strong> Settlement. Warehouses stop. Spend Magatama, break cards.</li>
<li><strong>After the season:</strong> T11, in the next off-season.</li>
</ul>
<div class="shots"><figure><a href="/images/lastwar/s4-season-screen.webp"><img src="/images/lastwar/s4-season-screen.webp" alt="Evernight Isle season screen with event timers" width="1080" height="1760" loading="lazy"></a><figcaption><b>Season screen.</b> Every event and its timer, in one place.</figcaption></figure></div>
<h2>Day 1</h2>
<ul>
<li>The second the season opens, spend profession EXP. Engineer first, then the construction-cost cuts.</li>
<li>Donate to unlock the season buildings: food for the Lab, coin for the Workshop, iron for the Alliance Center.</li>
<li>Farm while you wait. Doom Elites drop Quartz and Stone. Small zombies drop Stone.</li>
<li>Spend Hero's Return tickets now for Stone and Quartz. The Season 4 banner says Legend Returns.</li>
<li>Place the Lighthouse and stop. No Stone on it.</li>
<li>One Quartz Workshop to 15 before the next.</li>
<li>The weekly pass building waits until the rest are moving. Its Quartz Workshop only goes to 5–7.</li>
<li>Dice event: roll a few times before you take the chest. Leave ends it.</li>
</ul>
<h2>Stone and the map</h2>
<ul>
<li>Doom Walker first blood pays Stone every day, at any level. Level 190 is a one-time ceiling, and only after the season starts.</li>
<li>Visitors at your wall pay Stone too. Easy to skip.</li>
<li>Digging Stronghold: kill the guardian once, then it pays 100 to 200 Stone an hour. Level 6 pays double level 1.</li>
<li>Stronghold credit takes one hit or one second of reinforcement. Rotate it.</li>
<li>A 1-hero rally on a stronghold the top alliance is taking clears the Season Pass mission. No loot.</li>
</ul>
<h2>After the season: T11</h2>
<ul>
<li>T11 comes in the off-season after Season 4. The Armament Institute appears then.</li>
<li>Four researches, then a bill of materials, cores, and oil. Then you promote T10 into T11.</li>
<li>During Season 4, the only prep is Barracks 35. Do not starve the Lab of Quartz to chase it early.</li>
<li>Exclusive weapons work the same way: one to level 20 before a second gets shards.</li>
<li>Free shard chests are in the Black Market after Season 4 ends. It is not open in the off-season before it.</li>
</ul>
<h2>Season end</h2>
<ul>
<li>2 core card slots. Duplicates do not stack.</li>
<li>Card slots open near profession 80. Battle cards on top.</li>
<li>Core cards stay. Break battle and resource cards into fragments yourself. Auto-convert is a bad rate.</li>
<li>Week 8 is settlement. Warehouses stop on Day 1 of Week 8. Spend Magatama before then.</li>
<li>Unused Quartz, Stone, and Power turn into Profession EXP. Season buildings are dismantled.</li>
</ul>
<div class="shots"><figure><a href="/images/lastwar/s4-rules-resources.webp"><img src="/images/lastwar/s4-rules-resources.webp" alt="Season Resources and Buildings rules screen: Quartz and Stone" width="860" height="1000" loading="lazy"></a><figcaption><b>Season resources.</b> Quartz builds the Lab, Stone builds the workshops. Leftovers become Profession EXP.</figcaption></figure></div>
<p class="note">Written for players who already have a march. In-game screens can differ by server and change between seasons. Check yours before you spend. Updated October 26, 2026.</p>
<h2>Speedups and VS</h2>
<ul>
<li>Tuesday building, Wednesday research, Friday training.</li>
<li>Universal speedups: Friday first.</li>
<li>Sunday: bank.</li>
<li>Valor badges: Wednesday only.</li>
<li>Friday points: promote low tiers. Do not train top tier straight.</li>
<li>Offline? Shield before Saturday reset.</li>
<li>Alliance Duel research first. It opens extra VS chests.</li>
<li>Send gather marches Sunday night, so they finish after reset.</li>
</ul>
<h2>Combat and base</h2>
<ul>
<li>Wall only when your base is the fight. Off for Marshal, Canyon, and rallies.</li>
<li>Against a whale, an empty wall saves troops.</li>
<li>Recall squads 10 minutes before Marshal. Weak squad starts, strong ones join.</li>
<li>Heal before you defend. A full hospital means extra deaths.</li>
</ul>
<h2>Alliance</h2>
<ul>
<li>Donate construction parts before Marshal. Cap is +25%.</li>
<li>First alliance after a transfer has no cooldown. Do not bounce.</li>
<li>A NAP still lets you farm. Ask who you can hit.</li>
</ul>
<h2>Account</h2>
<ul>
<li>Do not sit on a full warehouse.</li>
<li>Radar missions stack. Use them on the right VS day.</li>
<li>Never leave a builder or lab idle.</li>
</ul>
 ]]></content:encoded>
    </item>
    <item>
      <title>Winter Battlefield: open every chest</title>
      <link>https://igraphi.com/lastwar/winter-battlefield/</link>
      <guid isPermaLink="true">https://igraphi.com/lastwar/winter-battlefield/</guid>
      <pubDate>Sun, 04 Oct 2026 12:00:00 GMT</pubDate>
      <description>Six reward chests, the last at 450,000 Reward Points. Pass 250,000 Individual Points every match, chase one commendation, collect the medals, and win when you can for 1.5 times the points.</description>
      <content:encoded><![CDATA[ <h2>The decision</h2>
<p class="rule">Winter Battlefield is a timed 5 vs 5, but your four teammates are strangers from other servers and alliances. What you take home is personal: Reward Points that open the reward chests. You will need several matches to open them all. Once every chest is open, you are done for this event.</p>
<p>Reward Points reset with each event, so open the chests before it ends.</p>
<h2>The match, phase by phase</h2>
<div class="side side--blue">
<h3>From prep to the final minutes</h3>
<ol>
<li><b>Prep: stay in the safe zone.</b> Nothing can attack you there. Your side is blue, the enemy is red. Look at the map and pick your first target.</li>
<li><b>Start: take the Oil Refinery by your spawn.</b> It is the closest building, and it makes points the whole time you hold it. Garrison several troops in it. You can stack troops in one building.</li>
<li><b>Next: take a Missile Site.</b> It pays fewer points, but while you hold it, it hits every enemy-held building and the troops inside. If the enemy holds one, take it before you sit anywhere else.</li>
<li><b>Hold each building at least 120 seconds.</b> That earns Stand Ready at 90 seconds and Unyielding Stand at 120.</li>
<li><b>Airdrops: grab every one.</b> They fall around the Silo during the match. Send a spare troop to seize each one. They pay a lot, and six of them earn two medals.</li>
<li><b>Silo opens: move in.</b> It pays the most. Leave one troop in each building that has been producing, and send the rest to the Silo.</li>
<li><b>Mid-match: hit enemy buildings that have been held a long time.</b> Taking one moves its banked points to you. That is your plunder score.</li>
<li><b>Last minutes: count the buildings.</b> The side holding the most buildings when time runs out wins. If your side holds the same number or fewer, take one more. A win multiplies your Reward Points by 1.5.</li>
<li><b>Stay to the end.</b> Leaving early can drop you under 250,000 Individual Points, and then the match pays no ranking or guaranteed points.</li>
</ol>
</div>
<p>Move your base close to the action as you go. You can relocate once a minute. Rallies are off, and you cannot chain marches, so a short trip is a faster capture.</p>
<h2>The six chests</h2>
<p>Reward Points add up across your matches. Each chest opens when your total reaches its mark. At 450,000, the last chest opens and you are done.</p>
<div class="chest-grid"><div><img src="/images/lastwar/wb-chest-silver.webp" alt="" width="70" height="60" loading="lazy"><span>Chest 1</span><b>45,000</b></div><div><img src="/images/lastwar/wb-chest-blue.webp" alt="" width="70" height="60" loading="lazy"><span>Chest 2</span><b>90,000</b></div><div><img src="/images/lastwar/wb-chest-gold.webp" alt="" width="70" height="60" loading="lazy"><span>Chest 3</span><b>135,000</b></div><div><img src="/images/lastwar/wb-chest-silver.webp" alt="" width="70" height="60" loading="lazy"><span>Chest 4</span><b>225,000</b></div><div><img src="/images/lastwar/wb-chest-blue.webp" alt="" width="70" height="60" loading="lazy"><span>Chest 5</span><b>337,500</b></div><div><img src="/images/lastwar/wb-chest-gold.webp" alt="" width="70" height="60" loading="lazy"><span>Chest 6</span><b>450,000</b></div></div>
<h3>What one match pays</h3>
<ul>
<li><strong>Complete a battlefield:</strong> +10.0K.</li>
<li><strong>Your ranking among the ten players:</strong> +17.5K to +52.5K.</li>
<li><strong>One commendation:</strong> +21.0K to +45.0K.</li>
<li><strong>Each medal:</strong> +2.4K to +3.5K.</li>
<li><strong>Win the match:</strong> everything above is multiplied by <strong>1.5</strong> for that battle.</li>
</ul>
<p>The guaranteed and ranking points need at least 250,000 Individual Points.</p>
<h3>How many matches</h3>
<p>These are estimates from the numbers above:</p>
<ul>
<li><strong>A weak match:</strong> a loss, ranked No.8, no commendation, two medals. About 41K. You would need about 11 of these.</li>
<li><strong>A solid match:</strong> a win, ranked No.4, Elite Tactician, four medals. About 137K. About 4 matches.</li>
<li><strong>A top match:</strong> a win, ranked No.1, MVP, all seven medals. About 195K. About 3 matches.</li>
</ul>
<h2>Every match, in this order</h2>
<div class="side side--blue">
<h3>Your checklist</h3>
<ol>
<li><b>Pass 250,000 Individual Points.</b> Below that, you get no guaranteed points and no ranking points for the match. This comes before anything else.</li>
<li><b>Chase one score, not three.</b> Each player gets at most one commendation, so pick the one you can reach and stay on it. Plunder has the lowest bar, 250,000, and you earn it by taking enemy buildings that have banked points.</li>
<li><b>Collect the cheap medals.</b> Defend one building for 120 seconds, collect 6 airdrops, plunder 4,000 building points, use 600% March Speedup, heal 16,000 units. All seven medals together are worth 22.4K a match.</li>
<li><b>Climb the match ranking.</b> All ten players are ranked by Individual Points. No.1 earns +52.5K, No.10 earns +17.5K.</li>
<li><b>Play to win.</b> A win multiplies the whole match's Reward Points by 1.5.</li>
<li><b>Finish the match.</b> Completing it pays +10.0K. Then queue for the next window.</li>
</ol>
</div>
<p>A loss still pays. The top scorer on the losing side can earn Ultimate Warrior (+42.0K) at 1,200,000 points. A win just pays 1.5 times as much.</p>
<h3>On the map</h3>
<figure class="steps-fig"><img src="/images/lastwar/wb-map.webp" alt="The Winter Battlefield map: blue spawn left, red spawn right, the Nuclear Silo in the center, two Oil Refineries, two Missile Sites, and four airdrop spots around the Silo" width="1010" height="590" loading="lazy"><figcaption>Blue spawn left, red spawn right. Silo in the center, airdrops around it.</figcaption></figure>
<ul>
<li><img class="ico" src="/images/lastwar/wb-refinery.webp" alt="" width="56" height="56" loading="lazy"> <strong>Oil Refinery</strong> (Oil Well in the rules). One near each spawn zone. It produces Battlefield Points the whole time you hold it. Capture the one by your spawn first.</li>
<li><img class="ico" src="/images/lastwar/wb-missile.webp" alt="" width="56" height="56" loading="lazy"> <strong>Missile Site.</strong> Two on the map. It pays fewer points, but while you hold it, it attacks every enemy-held building and damages the troops stationed inside.</li>
<li><img class="ico" src="/images/lastwar/wb-silo.webp" alt="" width="56" height="56" loading="lazy"> <strong>Nuclear Silo.</strong> In the center. It opens after some time and pays a lot of points.</li>
<li><img class="ico" src="/images/lastwar/wb-airdrop.webp" alt="" width="56" height="56" loading="lazy"> <strong>Airdrop.</strong> Supply crates drop around the Silo during the match. Send a troop to seize each one. A grab pays a lot of points and counts toward two medals.</li>
</ul>
<p><strong>Lost buildings pay the attacker.</strong> A building you hold keeps producing points. If the enemy takes it, the points it has made go to them. That works both ways:</p>
<ul>
<li><strong>Take enemy buildings that have been held a while.</strong> Their points come to you, and that is your plunder score.</li>
<li><strong>Garrison what you hold.</strong> Each commander can put several troops in one building. Holding is also how you reach the 90- and 120-second defense medals.</li>
</ul>
<p><strong>When to leave a building you took.</strong> Stay at least 120 seconds. One troop defending the same building for 90 seconds earns Stand Ready (+2.8K), and 120 seconds earns Unyielding Stand (+3.5K). After that, leave only to go somewhere that pays more:</p>
<ul>
<li>The Silo has opened, or an airdrop has landed nearby.</li>
<li>The enemy holds a Missile Site. It damages troops stationed in your buildings, so take it back first.</li>
<li>An enemy building nearby has been held a long time. Taking it moves its points to you.</li>
</ul>
<p>Keep a troop in any building that has been producing for a while. If the enemy takes it, they take its points.</p>
<p>Also on the field:</p>
<ul>
<li><strong>Relocate</strong> your base once a minute to stay close. <strong>Rallies are off</strong>, and you cannot chain marches.</li>
<li><strong>Fight.</strong> Units do not die, and severely wounded units heal for free after the battle.</li>
</ul>
<h2>Four mistakes</h2>
<ol>
<li><strong>Leaving before 250,000 Individual Points.</strong> The match pays you nothing from ranking or the guaranteed reward.</li>
<li><strong>Splitting your effort</strong> across capture, kill, and plunder and missing every commendation bar.</li>
<li><strong>Skipping the airdrops and the defense medals.</strong> They are the easiest points in the match.</li>
<li><strong>Stopping after one match.</strong> The chests take several.</li>
</ol>
<h2>The reward numbers</h2>
<h3>Ranking in the match</h3>
<div class="rank-grid"><div><span>No.1</span><b>+52.5K</b></div><div><span>No.2</span><b>+45.5K</b></div><div><span>No.3</span><b>+42.0K</b></div><div><span>No.4</span><b>+38.5K</b></div><div><span>No.5</span><b>+35.0K</b></div><div><span>No.6</span><b>+31.5K</b></div><div><span>No.7</span><b>+28.0K</b></div><div><span>No.8</span><b>+24.5K</b></div><div><span>No.9</span><b>+21.0K</b></div><div><span>No.10</span><b>+17.5K</b></div></div>
<h3>Medals in one match</h3>
<p>Progress does not carry over to the next match.</p>
<ul>
<li><img class="ico" src="/images/lastwar/wb-stand-ready.webp" alt="" width="56" height="56" loading="lazy"> <strong>Stand Ready Medal.</strong> A troop helps defend the same building for 90 seconds. +2.8K.</li>
<li><img class="ico" src="/images/lastwar/wb-unyielding.webp" alt="" width="56" height="56" loading="lazy"> <strong>Unyielding Stand Medal.</strong> The same, for 120 seconds. +3.5K.</li>
<li><img class="ico" src="/images/lastwar/wb-logistics.webp" alt="" width="56" height="56" loading="lazy"> <strong>Logistics Support Medal.</strong> Collect 4 airdrops. +2.8K.</li>
<li><img class="ico" src="/images/lastwar/wb-airdrop-hunter.webp" alt="" width="56" height="56" loading="lazy"> <strong>Airdrop Hunter Medal.</strong> Collect 6 airdrops. +3.5K.</li>
<li><img class="ico" src="/images/lastwar/wb-fire-suppression.webp" alt="" width="56" height="56" loading="lazy"> <strong>Fire Suppression Medal.</strong> Plunder 4,000 building points. +2.8K.</li>
<li><img class="ico" src="/images/lastwar/wb-thunder-assault.webp" alt="" width="56" height="56" loading="lazy"> <strong>Thunder Assault Medal.</strong> Use 600% March Speedup in total. +3.5K.</li>
<li><img class="ico" src="/images/lastwar/wb-life-guardian.webp" alt="" width="56" height="56" loading="lazy"> <strong>Life Guardian Medal.</strong> Heal 16,000 units. +3.5K.</li>
</ul>
<h2>Reference</h2>
<ul>
<li>The event starts after the server's 7th week. Battles are on Saturdays. In the off-season, it opens every Monday.</li>
<li>Commanders with a base at level 15 or above can join. Battle day has several matching windows. Check the times on the event screen.</li>
<li>Once 10 commanders confirm, all of them enter the battlefield. Prep is in a safe zone that cannot be attacked. Your side is blue, the enemy is red.</li>
<li>The side holding the most buildings when time runs out wins the battle.</li>
<li>Your highest-level units fill a separate Drill Ground. They do not show in your base Drill Ground and do not leave the field with you.</li>
<li>Boosts from tech, VIP, base skins, titles, decorations, and drones all work.</li>
</ul>
<p class="note">Written for players who already have a march. Rules follow the in-game Winter Battlefield tabs, which can change. The match estimates are arithmetic from the Rewards screen, not a promise. Updated October 4, 2026.</p>
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    <item>
      <title>Canyon Storm: hold the points, then take the overflow</title>
      <link>https://igraphi.com/lastwar/canyon-storm/</link>
      <guid isPermaLink="true">https://igraphi.com/lastwar/canyon-storm/</guid>
      <pubDate>Sun, 04 Oct 2026 12:00:00 GMT</pubDate>
      <description>The side with more Battlefield Points at the timer wins. The group decides which building that is.</description>
      <content:encoded><![CDATA[ <h2>The decision</h2>
<p class="rule">This is a 2 vs 1. The side with the most Battlefield Points at the timer wins. The group picks the building that is scoring and stays on it.</p>
<p>When matching completes, your Task Force is assigned a faction at random. It can differ from the one you asked for. Check it in spawn, then follow your side below.</p>
<figure class="steps-fig"><img src="/images/lastwar/canyon-art-1-faction.webp" alt="A canyon map split in two: blue forces on the left, red forces on the right, a gold tower at the center" width="1168" height="784" loading="lazy"><figcaption>Rulebringers are one team. Dawnbreakers are two.</figcaption></figure>
<h2>The plan</h2>
<figure class="steps-fig"><img src="/images/lastwar/canyon-art-2-capture.webp" alt="Arrows from a small tower to a bunker, then to a glowing domed building" width="1168" height="784" loading="lazy"><figcaption>Near buildings, then the Defense System, then the Virus Lab.</figcaption></figure>
<div class="side side--blue">
<h3>If you are Rulebringers</h3>
<ol>
<li><b>Stay together.</b> Your whole side is one team (the game calls it a Task Force), so move and fight as one group. One player on your side can be assigned as the Judicator, the only one who can use Judgment Day.</li>
<li><b>Stage 1.</b> Take the two Data Centers by your spawn, then go straight for a Power Tower. It pays +120 a second, six times a Data Center, and holding it shields your players in the Central Safe Zone.</li>
<li><b>Stack your garrisons.</b> Stand Ready lets more than one troop garrison the same building. Put several in the Power Tower, then in the Virus Lab. The enemy has to break all of them.</li>
<li><b>Stage 2.</b> Defense System before a Serum Factory. Once you hold it, it damages enemy troops garrisoned in core buildings.</li>
<li><b>Stage 3.</b> Move the stack to the Virus Lab when it opens.</li>
<li><b>Judgment Day.</b> Save it for when enemy bases are bunched up, such as around the Virus Lab. Each base it blasts cuts 30 seconds off your teleport cooldown, so the Judicator can keep teleporting into the crowd for its 120 seconds.</li>
</ol>
</div>
<div class="side side--red">
<h3>If you are Dawnbreakers</h3>
<ol>
<li><b>Work as two teams.</b> Your side is two teams (the game calls each one a Task Force). You have the numbers, so hold more buildings at once. Coordinate in the battlefield chat.</li>
<li><b>Stage 1.</b> One team takes the four Sample Warehouses by your spawn. The other goes for a Power Tower. It pays +120 a second, and while you hold it, the Rulebringers cannot use it to shield their safe zone.</li>
<li><b>Stage 2.</b> Defense System before a Serum Factory. Once you hold it, it damages enemy troops garrisoned in core buildings, including the Power Tower.</li>
<li><b>Stage 3.</b> Both teams converge on the Virus Lab when it opens.</li>
<li><b>Turret.</b> Teleport it next to the enemy bases around the building you are fighting for. It hits the nearest enemy base every 2 seconds for 30 seconds.</li>
</ol>
</div>
<h3>Both sides, all game</h3>
<ul>
<li><strong>Garrison whatever you hold.</strong> A second of garrison pays +500 energy. A defeat pays 4–22. At +500 a second, one player earns a 500,000 skill in about 17 minutes, so start garrisoning early.</li>
<li><strong>Retake the Defense System before you sit in a core building.</strong> While the enemy holds it, your garrisoned troops in the Virus Lab, Serum Factory, Defense System, and Power Tower take damage.</li>
<li><strong>Hit buildings the enemy has held for a while.</strong> After a period they bank points past their cap. Capturing them takes those points.</li>
<li><strong>Guard your own long-held buildings</strong> for the same reason.</li>
<li><strong>Send idle troops to Power Stations.</strong> Every march should be scoring.</li>
<li><strong>Fight hard.</strong> Units do not die here, and wounded units recover for free after the battle.</li>
<li><strong>Field Hospital</strong> goes where enemy skills are hitting your bases. It restores durability to nearby allied bases and heals their wounded.</li>
<li><strong>Save the free teleport</strong> for the Virus Lab or a skill. It goes on cooldown after use.</li>
<li><strong>Do not leave the field.</strong> Leaving blocks re-entry. A temporary exit does not.</li>
</ul>
<h2>Four mistakes</h2>
<ol>
<li><strong>Rulebringers splitting up, or Dawnbreakers piling both teams into one fight.</strong></li>
<li><strong>Garrisoning a core building while the enemy holds the Defense System.</strong></li>
<li><strong>Leaving a long-held building unguarded.</strong> It is a points pickup for the enemy.</li>
<li><strong>Spending skills on empty ground.</strong> Damage skills hit enemy bases, so land them where enemy bases are.</li>
</ol>
<h2>Reference</h2>
<p>From the in-game Canyon Storm tabs. Check a name here when the plan mentions it.</p>
<h3>Buildings, by stage</h3>
<p><strong>Stage 1</strong></p>
<ul>
<li><img class="ico" src="/images/lastwar/cs-data-center.webp" alt="" width="56" height="56" loading="lazy"> <strong>Data Center I.</strong> Two, near the Rulebringers spawn. +20 a second.</li>
<li><img class="ico" src="/images/lastwar/cs-sample-warehouse.webp" alt="" width="56" height="56" loading="lazy"> <strong>Sample Warehouse I.</strong> Four, near the Dawnbreakers spawn. +15 a second.</li>
<li><img class="ico" src="/images/lastwar/cs-power-tower.webp" alt="" width="56" height="56" loading="lazy"> <strong>Power Tower.</strong> +120 a second. If Rulebringers hold one, they can shield the Central Safe Zone. Bases inside cannot be attacked.</li>
</ul>
<p><strong>Stage 2</strong></p>
<ul>
<li><img class="ico" src="/images/lastwar/cs-defense-system.webp" alt="" width="56" height="56" loading="lazy"> <strong>Defense System I.</strong> +20 a second. Once captured, it hits enemy-held core buildings (Virus Lab, Serum Factory, Defense System, Power Tower) and the troops inside.</li>
<li><img class="ico" src="/images/lastwar/cs-serum-factory.webp" alt="" width="56" height="56" loading="lazy"> <strong>Serum Factory I.</strong> +20 a second. At regular intervals it gives a buff to the commander who controls it. The buff is announced in advance.</li>
<li><img class="ico" src="/images/lastwar/cs-power-station.webp" alt="" width="56" height="56" loading="lazy"> <strong>Power Station.</strong> Appears at random. Gather it with idle troops.</li>
</ul>
<p><strong>Stage 3</strong></p>
<ul>
<li><strong>Virus Lab.</strong> Center of the map, large points. It opens after a period. The screen does not give the minute.</li>
</ul>
<h3>Scoring</h3>
<ul>
<li><img class="ico" src="/images/lastwar/cs-supply-box.webp" alt="" width="56" height="56" loading="lazy"> <strong>Points Supply Box.</strong> A held building keeps scoring past its cap. Defeat that building to take the extra.</li>
</ul>
<figure class="steps-fig"><img src="/images/lastwar/canyon-art-3-overflow.webp" alt="A building stacked past its top with gold crates while troops carry crates away" width="1168" height="784" loading="lazy"><figcaption>A full building is a pickup for whoever takes it.</figcaption></figure>
<h3>Energy</h3>
<p>Skills are paid with energy, which the game also calls Individual Points. You earn it by contributing in battle. It is separate from Battlefield Points.</p>
<ul>
<li><img class="ico" src="/images/lastwar/cs-e-garrison.webp" alt="" width="56" height="56" loading="lazy"> One second of garrison: +500.</li>
<li><img class="ico" src="/images/lastwar/cs-e-powerplant.webp" alt="" width="56" height="56" loading="lazy"> Occupying a Power Plant: +100.</li>
<li><img class="ico" src="/images/lastwar/cs-e-excess.webp" alt="" width="56" height="56" loading="lazy"> Collecting excess points: +100.</li>
<li><img class="ico" src="/images/lastwar/cs-e-defeat.webp" alt="" width="56" height="56" loading="lazy"> A defeat: 4–22.</li>
<li><img class="ico" src="/images/lastwar/cs-e-heal.webp" alt="" width="56" height="56" loading="lazy"> A heal: 2–11.</li>
<li><img class="ico" src="/images/lastwar/cs-e-severe.webp" alt="" width="56" height="56" loading="lazy"> A severe wound: 2–11.</li>
<li><img class="ico" src="/images/lastwar/cs-e-durability.webp" alt="" width="56" height="56" loading="lazy"> One durability destroyed: +5.</li>
</ul>
<figure class="steps-fig"><img src="/images/lastwar/canyon-art-4-garrison.webp" alt="Two guards on a tower with a banner, beside a beam of light marking a landing point" width="1168" height="784" loading="lazy"><figcaption>Garrison banks energy. The teleport is the skill.</figcaption></figure>
<h3>Skills</h3>
<ul>
<li><img class="ico" src="/images/lastwar/cs-seismic-tower.webp" alt="" width="56" height="56" loading="lazy"> <strong>Seismic Tower, Rulebringers.</strong> Teleport. 1000 durability on landing, then 300 durability and 60 severe wounds every 3 seconds. Lasts 30 seconds. Costs 500,000 energy. 300-second cooldown.</li>
<li><img class="ico" src="/images/lastwar/cs-turret.webp" alt="" width="56" height="56" loading="lazy"> <strong>Turret, Dawnbreakers.</strong> Teleport, then every 2 seconds, 300 durability damage and 60 severe wounds on the nearest enemy base in range. Lasts 30 seconds. Costs 750,000 energy. 300-second cooldown.</li>
<li><img class="ico" src="/images/lastwar/cs-field-hospital.webp" alt="" width="56" height="56" loading="lazy"> <strong>Field Hospital, both sides.</strong> Teleport, then every 3 seconds restores 300 durability to nearby allied bases and heals 150 of their wounded units. Lasts 30 seconds. Costs 500,000 energy. 300-second cooldown.</li>
<li><img class="ico" src="/images/lastwar/cs-judgment-day.webp" alt="" width="56" height="56" loading="lazy"> <strong>Judgment Day, Judicator only.</strong> While it is up, a teleport deals 5000 durability in a wide area. A blast cuts your teleport cooldown by 30 seconds and adds 60 to theirs. Lasts 120 seconds. Costs 1,000,000 energy. 300-second cooldown.</li>
<li><strong>Free teleport.</strong> One on an interval, then a cooldown. Teleport is off during the cooldown.</li>
</ul>
<h3>Stand Ready, Rulebringers only</h3>
<ul>
<li>Base durability maximum +50%.</li>
<li>Relocation cooldown −50%. Free march speed-up cooldown −50%.</li>
<li>Individual Points needed for skills −30%. Skill cooldown −30%.</li>
<li>Severe wound rate −20%.</li>
<li>Exclusive Frontline Safe Zone.</li>
<li>More than one troop can garrison the same building.</li>
<li>One random buff after the match:</li>
</ul>
<ul>
<li><img class="ico" src="/images/lastwar/cs-frontline-rescue.webp" alt="" width="56" height="56" loading="lazy"> <b>Frontline Rescue.</b> Severe wound rate −5%. Recovers 50 wounded units every 5 seconds in the hospital.</li>
<li><img class="ico" src="/images/lastwar/cs-fortified-works.webp" alt="" width="56" height="56" loading="lazy"> <b>Fortified Works.</b> Severe wound rate −10% while garrisoning the base. Recovers 100 base durability every 5 seconds.</li>
<li><img class="ico" src="/images/lastwar/cs-scorched-earth.webp" alt="" width="56" height="56" loading="lazy"> <b>Scorched Earth.</b> +100% severe wounds to units on the Drill Ground when you breach a base. Durability damage +50%.</li>
</ul>
<h3>On the field</h3>
<ul>
<li>Units do not die. Wounded go to a hospital with unlimited capacity and recover after the fight.</li>
<li>Your highest-level units fill a separate Drill Ground. They do not show in your base Drill Ground and do not leave the field with you.</li>
<li>Tech, VIP, skins, titles, decorations, and drones work inside.</li>
<li>Prep is the spawn. Your side is blue, the enemy is red. The spawn cannot be attacked.</li>
</ul>
<h3>Who gets in, for R4 and R5</h3>
<ul>
<li>An R4 or R5 sets up to 20 starters and 10 substitutes. Starters enter first.</li>
<li>To enter: be a starter or substitute, in the registered alliance, with a base that is not on the Contaminated Land near the Capitol.</li>
<li>Each player needs a base over level 15.</li>
<li>The alliance must be top 32 by power, at least 7 days old, with at least 20 commanders over base level 15.</li>
<li>Registration opens 24 hours after you join the alliance.</li>
</ul>
<p class="note">Written for a group that already has a march. Rules follow the in-game Canyon Storm tabs, which can change. Stage open times that are not on the screen are not in this guide. Updated October 4, 2026.</p>
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      <title>Wanted Boss: send the code</title>
      <link>https://igraphi.com/lastwar/wanted-boss/</link>
      <guid isPermaLink="true">https://igraphi.com/lastwar/wanted-boss/</guid>
      <pubDate>Sun, 04 Oct 2026 12:00:00 GMT</pubDate>
      <description>Save the presets once, blue Radar included. Then load and send.</description>
      <content:encoded><![CDATA[ <h2>The decision</h2>
<p class="rule">Wanted Boss is a timed damage score. The boss barely hits back, so a defender does not move the number. The code does. The squads are presets, and the blue Radar is saved in them. Nothing repeats but the send.</p>
<h2>The rules</h2>
<ul>
<li>Monday and Thursday, Code 87 Frenzied Butcher: Tank heroes deal +50%.</li>
<li>Tuesday and Friday, Code 64 Frankenstein: Missile heroes deal +50%.</li>
<li>Wednesday and Saturday, Code 39 Mutant Bulldog: Air heroes deal +50%.</li>
<li>Sunday: no Wanted Boss.</li>
<li>Spawn windows are reported as 00:00, 06:00, 12:00, and 18:00 server time, about three hours each. Confirm the window on the event screen.</li>
<li>Use the attempts the screen gives you, and keep the best hit.</li>
<li>Ranking uses the best single hit, not the sum.</li>
<li>War Fever applies. The mushroom monster-damage skin applies.</li>
<li>Charge Banners: confirm on the battle screen.</li>
</ul>
<h2>Setup, once</h2>
<p>These presets stay. They are not rebuilt each week. Lineups are from the Wanted Boss chart. Set all five Radars to blue before you save each preset. Do not swap in Murphy, Williams, Carlie, Lucius, or McGregor.</p>
<div class="lineups">
  <div class="lineup"><h3>Code 87 · Tank</h3>
    <div class="row"><span>Front</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/marshall.webp" alt="Marshall" width="72" height="72" loading="lazy"><figcaption>Marshall</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/dva.webp" alt="DVA" width="72" height="72" loading="lazy"><figcaption>DVA</figcaption></figure></div></div>
    <div class="row"><span>Back</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/stetmann.webp" alt="Stetmann" width="72" height="72" loading="lazy"><figcaption>Stetmann</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/kimberly.webp" alt="Kimberly" width="72" height="72" loading="lazy"><figcaption>Kimberly</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/mason.webp" alt="Mason" width="72" height="72" loading="lazy"><figcaption>Mason</figcaption></figure></div></div><p class="dd">Kimberly carries. DVA is the seat you swap for your best damage dealer.</p><p class="dd">Attack gear: Kimberly, Stetmann, Mason, DVA. Full defense gear: Marshall.</p></div>
  <div class="lineup"><h3>Code 39 · Air</h3>
    <div class="row"><span>Front</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/marshall.webp" alt="Marshall" width="72" height="72" loading="lazy"><figcaption>Marshall</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/kimberly.webp" alt="Kimberly" width="72" height="72" loading="lazy"><figcaption>Kimberly</figcaption></figure></div></div>
    <div class="row"><span>Back</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/morrison.webp" alt="Morrison" width="72" height="72" loading="lazy"><figcaption>Morrison</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/dva.webp" alt="DVA" width="72" height="72" loading="lazy"><figcaption>DVA</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/schuyler.webp" alt="Schuyler" width="72" height="72" loading="lazy"><figcaption>Schuyler</figcaption></figure></div></div><p class="dd">DVA carries. Kimberly is the seat you swap for your best damage dealer.</p><p class="dd">Attack gear: DVA, Morrison, Schuyler, Kimberly. Full defense gear: Marshall.</p><p class="dd">If Schuyler or Morrison is missing or weak, use Stetmann or Mason.</p></div>
  <div class="lineup"><h3>Code 64 · Missile</h3>
    <div class="row"><span>Front</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/marshall.webp" alt="Marshall" width="72" height="72" loading="lazy"><figcaption>Marshall</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/tesla.webp" alt="Tesla" width="72" height="72" loading="lazy"><figcaption>Tesla</figcaption></figure></div></div>
    <div class="row"><span>Back</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/kimberly.webp" alt="Kimberly" width="72" height="72" loading="lazy"><figcaption>Kimberly</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/stetmann.webp" alt="Stetmann" width="72" height="72" loading="lazy"><figcaption>Stetmann</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/swift.webp" alt="Swift" width="72" height="72" loading="lazy"><figcaption>Swift</figcaption></figure></div></div><p class="dd">This lineup scores because Tesla and Swift get the +50% missile bonus, Marshall multiplies the whole squad’s attack, and your heavily built Kimberly and Stetmann still outdamage underbuilt pure missile heroes even without the code bonus.</p><p class="dd"><strong>For a strong missile squad, the lineup is:</strong></p>
    <div class="row"><span>Front</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/tesla.webp" alt="Tesla" width="72" height="72" loading="lazy"><figcaption>Tesla</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/swift.webp" alt="Swift" width="72" height="72" loading="lazy"><figcaption>Swift</figcaption></figure></div></div>
    <div class="row"><span>Back</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/fiona.webp" alt="Fiona" width="72" height="72" loading="lazy"><figcaption>Fiona</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/adam.webp" alt="Adam" width="72" height="72" loading="lazy"><figcaption>Adam</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/marshall.webp" alt="Marshall" width="72" height="72" loading="lazy"><figcaption>Marshall</figcaption></figure></div></div></div>
</div>
<p>Marshall is in all three because the buff is the damage boost, not because he matches the code. A weak on-code hero does not beat a built dealer.</p>
<h2>Every window, and only this</h2>
<ol>
<li>Load that day's preset. The blue Radar is already in it.</li>
<li>Send it.</li>
</ol>
<p>No Radar swap each window.</p>
<section class="radar"><h2>Blue Radar</h2>
<p>Blue adds Hero Attack: +41 at level 0, +72 at level 15. Yellow adds HP only. This boss deals about 0 to 1 damage back, so yellow does nothing for the score. Highest Railgun and chip stay on the four dealers. Marshall keeps the defense set. Armor last.</p>
</section>
<h2>How to spend the hits</h2>
<ul>
<li>Send the saved preset for that day.</li>
<li>Still use the attempts on the screen.</li>
<li>One test only when the preset note says a swap, and only if that hero is ahead in gear.</li>
<li>Do not rotate types on the same day.</li>
<li>Do not rebuild the preset.</li>
</ul>
<h2>Four mistakes</h2>
<ol>
<li><strong>Sending the wrong code preset.</strong></li>
<li><strong>Filling a seat with a defender.</strong></li>
<li><strong>Saving the preset with yellow Radar because HP feels safer.</strong></li>
<li><strong>Hitting without War Fever.</strong></li>
</ol>
<p class="note">Written for players who already have a march. Claims follow the in-game event screen and the lineup chart, which can change. Confirm the code and the buff list before you send the march. Updated October 6, 2026.</p>
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      <title>Last War Crystal Boss: the lineup that scores</title>
      <link>https://igraphi.com/lastwar/crystal-boss/</link>
      <guid isPermaLink="true">https://igraphi.com/lastwar/crystal-boss/</guid>
      <pubDate>Sat, 03 Oct 2026 12:00:00 GMT</pubDate>
      <description>Send five heroes of one troop type, with that type&#39;s two listed defenders in front, and use that same squad for all 3 attacks.</description>
      <content:encoded><![CDATA[ <h2>The rule that changes the lineup</h2>
<p class="rule">Five heroes of the same troop type give +30% Attack. Mixing types removes it. The boss ignores troop-type advantage. Pick one type and keep all five on it.</p>
<ul>
<li>Solo boss. No rallies.</li>
<li>3 attacks a day, Monday to Saturday.</li>
<li>Troops cannot be recalled.</li>
<li>Phases follow the order on the battle screen: Cannon, Armor, Chip, Radar, Core.</li>
</ul>
<h2>What still works</h2>
<ul>
<li><strong>Listed defenders.</strong> Each adds about +20% ally damage. Tank: Murphy and Williams. Air: Carlie and Lucius. Missile: Adam and McGregor. The list can change. Confirm it in the in-game battle rules (rule 8.4).</li>
<li><strong>Drone chips.</strong> They apply.</li>
<li><strong>Mushroom Base Skin.</strong> Reported at +5% damage.</li>
</ul>
<section class="radar"><h2>Blue Radar</h2>
<p><b>Equip blue Radar on all five heroes for every attack.</b> Blue Radar adds Hero Attack: +41 at level 0, +72 at level 15. Yellow Radar adds HP only, and this boss deals almost no damage back, so HP does nothing here. In a same-squad test, blue beat yellow by a wide margin. Level it with Gold and Ore. Crits vary, so your best hit can still come from a lucky roll.</p>
</section>
<h2>Three lineups</h2>
<p>2 front / 3 back.</p>
<div class="lineups">
  <div class="lineup"><h3>Tank</h3>
    <div class="row"><span>Front</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/murphy.webp" alt="Murphy" width="72" height="72" loading="lazy"><figcaption>Murphy</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/williams.webp" alt="Williams" width="72" height="72" loading="lazy"><figcaption>Williams</figcaption></figure></div></div>
    <div class="row"><span>Back</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/kimberly.webp" alt="Kimberly" width="72" height="72" loading="lazy"><figcaption>Kimberly</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/stetmann.webp" alt="Stetmann" width="72" height="72" loading="lazy"><figcaption>Stetmann</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/marshall.webp" alt="Marshall" width="72" height="72" loading="lazy"><figcaption>Marshall</figcaption></figure></div></div><p class="dd">Damage dealer: Kimberly.</p></div>
  <div class="lineup"><h3>Air</h3>
    <div class="row"><span>Front</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/carlie.webp" alt="Carlie" width="72" height="72" loading="lazy"><figcaption>Carlie</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/lucius.webp" alt="Lucius" width="72" height="72" loading="lazy"><figcaption>Lucius</figcaption></figure></div></div>
    <div class="row"><span>Back</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/dva.webp" alt="DVA" width="72" height="72" loading="lazy"><figcaption>DVA</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/morrison.webp" alt="Morrison" width="72" height="72" loading="lazy"><figcaption>Morrison</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/schuyler.webp" alt="Schuyler" width="72" height="72" loading="lazy"><figcaption>Schuyler</figcaption></figure></div></div><p class="dd">Damage dealer: DVA.</p></div>
  <div class="lineup"><h3>Missile</h3>
    <div class="row"><span>Front</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/adam.webp" alt="Adam" width="72" height="72" loading="lazy"><figcaption>Adam</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/mcgregor.webp" alt="McGregor" width="72" height="72" loading="lazy"><figcaption>McGregor</figcaption></figure></div></div>
    <div class="row"><span>Back</span><div class="heroes"><figure class="hero-fig"><img src="/images/lastwar/tesla.webp" alt="Tesla" width="72" height="72" loading="lazy"><figcaption>Tesla</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/fiona.webp" alt="Fiona" width="72" height="72" loading="lazy"><figcaption>Fiona</figcaption></figure><figure class="hero-fig"><img src="/images/lastwar/swift.webp" alt="Swift" width="72" height="72" loading="lazy"><figcaption>Swift</figcaption></figure></div></div><p class="dd">Damage dealer: Tesla.</p></div>
</div>
<p class="warn">Do not slot Mason or Sarah. They break the 5-same-type bonus.</p>
<h2>How to spend the 3 daily attacks</h2>
<ul>
<li>Weekly rewards use your single highest hit, not the sum of three.</li>
<li>Still use all 3 attacks for the daily chest.</li>
<li>Send your strongest mono squad all 3 times.</li>
<li>Test another type with one hit only if that type is close in gear.</li>
<li>Do not rotate Tank, Air, and Missile.</li>
<li>Troops cannot be recalled.</li>
</ul>
<h2>Four mistakes</h2>
<ol>
<li><strong>Slotting Mason or Sarah.</strong> They break the 5-same-type bonus.</li>
<li><strong>Rotating Tank, Air, and Missile.</strong> Send your strongest mono squad all 3 times.</li>
<li><strong>Skipping attacks because only the top hit counts.</strong> You still need all 3 for the daily chest.</li>
<li><strong>Counting on temporary buffs.</strong> War Fever and Charge Banners do not apply to this boss.</li>
</ol>
<p class="note">Written for players who already have a march. Claims follow the in-game battle screen and battle rules, which can change. Confirm the defender list in game before you build. Updated October 3, 2026.</p>
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      <title>Desert Storm: hold the buildings that score</title>
      <link>https://igraphi.com/lastwar/desert-storm/</link>
      <guid isPermaLink="true">https://igraphi.com/lastwar/desert-storm/</guid>
      <pubDate>Sat, 03 Oct 2026 12:00:00 GMT</pubDate>
      <description>Take both Oil Refineries at the open, move to the Nuclear Silo when Stage 2 opens, read every garrison before you hit it, and never leave the field.</description>
      <content:encoded><![CDATA[ <h2>The rule that decides the match</h2>
<p class="rule">Two alliances share one field. The side with more Battlefield Points at the end wins. A building you hold is the score. A building that has stored extra points is a pickup for whoever takes it.</p>
<ul>
<li>Only the top 32 alliances in Warzone power can join.</li>
<li>An R4 or R5 sets the time, the 20 participants, and the 10 substitutes.</li>
<li>Participants enter first. You must be on that list and in that alliance. At least one commander is required to match.</li>
<li>Units cannot die. Severely wounded units recover free after the fight.</li>
<li>Commanders get one free teleport at set intervals.</li>
<li>Do not leave the field. A substitute gets in only if a participant is out, and you cannot get back in.</li>
</ul>
<h2>What opens, and what it pays</h2>
<p><strong>Stage 1, at the start.</strong> Oil Refineries, Science Hubs, Info Centers, Field Hospitals.</p>
<ul>
<li><strong>Oil Refinery I and II:</strong> +50 alliance points a second, +30 personal. This is the score until the silo opens.</li>
<li><strong>Field Hospital:</strong> +30 a second. Recovers 15 units of any level every 10 seconds.</li>
<li><strong>Science Hub:</strong> cuts relocation cooldown by 50%.</li>
<li><strong>Info Center:</strong> adds 10% to every building you already hold.</li>
</ul>
<p><strong>Stage 2, later.</strong> Nuclear Silo, Arsenal, Mercenary Factory.</p>
<ul>
<li><strong>Nuclear Silo:</strong> +80 a second, +30 personal.</li>
<li><strong>Arsenal:</strong> your heroes get +15% Attack, Defense, and HP. +10 a second.</li>
<li><strong>Mercenary Factory:</strong> enemy heroes lose 15%. +10 a second.</li>
</ul>
<p><strong>Stage 3.</strong> Oil Wells appear on the map at random.</p>
<h2>Read the garrison, then pick the squad</h2>
<p>Tap the building and read who is on it before you hit it.</p>
<ul>
<li>Air beats tank. Missile beats air. Tank beats missile.</li>
<li>The edge is up to 20% attack, HP, and defense for you, and 20% less damage taken the other way.</li>
<li>Front row is the tank role. Support and attackers sit in the back.</li>
<li>Keep three presets, one troop type each. Load the one that beats the squad on the building.</li>
<li>Send heroes whose second and third skills are general attack or troop boosts, not zombie bonuses. Kimberly, Schuyler, and Stetmann are the PvP names. Use the skill text on your copies.</li>
</ul>
<h2>Opening order</h2>
<ol>
<li><strong>Take both Oil Refineries at the open.</strong></li>
<li><strong>Take the Info Center and the Field Hospital after them,</strong> not instead of them.</li>
<li><strong>Use the free teleport to reach a building.</strong> The Science Hub makes the next one come back faster.</li>
<li><strong>When Stage 2 opens, go to the Nuclear Silo and hold it.</strong></li>
<li><strong>Take the Arsenal and Mercenary Factory after the silo is held.</strong> Do not pull that garrison to do it.</li>
<li><strong>Harvest an Oil Well only if the refineries and the silo are still yours.</strong></li>
<li><strong>If a building has stored extra points, take it.</strong> Do not leave a full building for the other side.</li>
</ol>
<h2>Chests are not the win</h2>
<p>Garrison time is what moves your personal tier. A win pays more than a loss at the same tier. The first winning tier on the screen is 10,000.</p>
<ul>
<li><strong>Supply Chest, cap 80.</strong> After 250% march speed-ups, every extra 50% adds one. After 10,000 units healed, every extra 2,000 adds one.</li>
<li><strong>Resource Chest, cap 30.</strong> After 800 seconds garrisoned, every extra 100 seconds adds one. After 5,000 enemy points made lootable, every extra 500 adds one. After 5 bases blasted, every extra base adds one. After 30 battles won, every extra 2 wins adds one.</li>
</ul>
<h2>Three mistakes</h2>
<ol>
<li><strong>Hitting a garrison you have not read.</strong></li>
<li><strong>Opening on the center while the refineries are empty.</strong></li>
<li><strong>Leaving the field.</strong> You do not get back in.</li>
</ol>
<p class="note">Building rates and stages are the ones on the in-game Rules and Structures screens. The counter is the PvP rule, which can differ from your screen. Confirm both before you march. Updated October 3, 2026.</p>
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      <title>Exclusive weapons: 10 first, then the carrier to 20</title>
      <link>https://igraphi.com/lastwar/exclusive-weapons/</link>
      <guid isPermaLink="true">https://igraphi.com/lastwar/exclusive-weapons/</guid>
      <pubDate>Fri, 02 Oct 2026 12:00:00 GMT</pubDate>
      <description>Do not spend generic shards past 30.</description>
      <content:encoded><![CDATA[ <h2>The decision</h2>
<p class="rule">Exclusive weapons open in Season 1, on the gold heroes only. Get every weapon you own to 10 before anyone goes to 20. Do not pour generic shards past 30.</p>
<h2>The rules</h2>
<p>One tank, one aircraft, and one missile weapon unlocks each season.</p>
<div class="tbl"><table>
<thead><tr><th>Season</th><th>Tank</th><th>Aircraft</th><th>Missile</th></tr></thead>
<tbody>
<tr><td data-label="Season">1</td><td data-label="Tank">Kimberly</td><td data-label="Aircraft">DVA</td><td data-label="Missile">Tesla</td></tr><tr><td data-label="Season">2</td><td data-label="Tank">Murphy</td><td data-label="Aircraft">Carlie</td><td data-label="Missile">Swift</td></tr><tr><td data-label="Season">3</td><td data-label="Tank">Marshall</td><td data-label="Aircraft">Schuyler</td><td data-label="Missile">McGregor</td></tr><tr><td data-label="Season">4</td><td data-label="Tank">Williams</td><td data-label="Aircraft">Lucius</td><td data-label="Missile">Adam</td></tr><tr><td data-label="Season">5</td><td data-label="Tank">Stetmann</td><td data-label="Aircraft">Morrison</td><td data-label="Missile">Fiona</td></tr>
</tbody></table></div>
<p>Benchmarks are 1, 10, 20, and 30.</p>
<ul>
<li><strong>Level 1</strong> is the unlock and changes the auto attack. One estimate puts the season banner near $20 for the shards to reach level 1.</li>
<li><strong>Level 10</strong> ties to the tactic skill.</li>
<li><strong>Level 20</strong> is the same on every hero: +7.5% attack, defense, and HP for every hero of that type on the squad. Two heroes at 20 is 15%. A mixed squad does not get the bonus on the off-type seats.</li>
<li><strong>Level 30</strong> is that hero's ultimate. DVA fires hers at the start. Lucius speeds allies when a shield breaks. Read the rest on the weapon screen.</li>
</ul>
<h2>Shard costs</h2>
<ul>
<li>280 shards from 1 to 10.</li>
<li>800 from 10 to 20.</li>
<li>1,750 from 20 to 30.</li>
</ul>
<p>Count your own shards on Monday and again the next Monday. That is your weekly rate. Plan from it, not from someone else's.</p>
<h2>Order</h2>
<ol>
<li><strong>Every weapon to 10.</strong></li>
<li><strong>Then the carrier to 20.</strong></li>
<li><strong>One hero to 30 only after every weapon you use is at 20.</strong></li>
</ol>
<p>Do not spend generic shards past 30. Specific shards for that hero can go there. Generic shards wait until every hero you field is at 30.</p>
<h2>Level 30 order, by squad</h2>
<div class="lineups">
  <div class="lineup"><h3>Air</h3><ol><li>DVA</li><li>Lucius</li><li>Schuyler</li><li>Morrison</li><li>Carlie</li></ol><p class="dd">Only after the squad is at 20. Carlie's 30 is the skip if a second squad still needs shards. A no-spend or low-spend account stays on one squad.</p></div>
  <div class="lineup"><h3>Missile</h3><ol><li>Tesla or Fiona</li><li>The other</li><li>McGregor</li><li>Swift</li><li>Adam</li></ol><p class="dd">Fiona's weapon is Season 5. If Tesla can reach 30 before then, do Tesla. Adam is already useful at 10.</p></div>
  <div class="lineup"><h3>Tank</h3><ol><li>Kimberly</li><li>Murphy or Stetmann</li><li>The other</li><li>Williams</li><li>Marshall</li></ol><p class="dd">Murphy's 30 is the survival pick if air is melting the squad. Stetmann's 30 is the stun pick; his weapon is Season 5. Williams adds 12% energy damage taken for 4 seconds. Marshall's 30 repeats the highest-attack ultimate.</p></div>
</div>
<h2>Three mistakes</h2>
<ol>
<li><strong>Pushing one weapon to 20 while another is still at 1.</strong></li>
<li><strong>Waiting on a Season 5 weapon and leaving the Season 1 carrier at 10.</strong></li>
<li><strong>Pouring generic shards past 30.</strong></li>
</ol>
<p class="note">Written for players who already have a march. Confirm the next benchmark on the weapon screen. Updated October 4, 2026.</p>
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      <title>Drone level: data first, then the parts gate</title>
      <link>https://igraphi.com/lastwar/drone/</link>
      <guid isPermaLink="true">https://igraphi.com/lastwar/drone/</guid>
      <pubDate>Thu, 01 Oct 2026 12:00:00 GMT</pubDate>
      <description>Spend the Battle Data. Save the parts for the level that asks for them.</description>
      <content:encoded><![CDATA[ <h2>The decision</h2>
<p class="rule">The drone attacks in battle and cannot be attacked. Level it with Battle Data. Do not spend parts on a bar that does not ask for them.</p>
<h2>The rules</h2>
<p>From the in-game Instructions screen.</p>
<ul>
<li>Data Training spends Battle Data. When the bar fills, the drone levels and those attributes convert into hero attributes. The Overlord gets a share too.</li>
<li>Under 80% progress, training has a 50% chance to crit and double the progress from the data spent. At 80% or more, no crit.</li>
<li>A level that also costs Drone Parts does not crit.</li>
<li>Skill level rises at drone levels 30, 50, 70, 90, and 110.</li>
<li>Components open at Headquarters 15. Six slots. Through level 7, three of the same type and level merge into the next. From level 8, merging stops and the piece takes Research Points.</li>
<li>Each full 1% of research progress is an attribute boost. A gain under 1% pays nothing. Extra boosts land at 20%, 40%, 60%, 80%, and 100%.</li>
<li>Combat Boost and Skill Chips open on server day 82. Skill Chips open at Combat Boost level 10.</li>
<li>One preset is four skills: Initial, Offensive, Interference, and Defensive. Choose the preset before the battle.</li>
<li>SSR and UR chips of the same name raise the stars. Unused chips feed Combat Boost. Each new Combat Boost stage raises Chip Skill Boost.</li>
</ul>
<h2>How to spend it</h2>
<ul>
<li>Spend Battle Data on the open bar.</li>
<li>If the next level also costs Drone Parts, save the parts for that gate. Do not spend them on a normal bar.</li>
<li>Do not push a training bar past 80% if you are waiting on a crit. The crit is gone at 80%, and it never fires on a parts level.</li>
<li>Fill six components. Choice chests go to the right side. Research Points go to the missile first.</li>
<li>Combat Boost only takes unused chips. Do not feed a chip that is on a preset you still send.</li>
<li>Finish the four chips for the squad you march before a second type. Load that preset before the battle.</li>
</ul>
<h2>When to spend: the duel week</h2>
<div class="week"><div class="day hot"><p class="d">Mon</p><p class="ev">Radar Training</p><p class="do">Spend Battle Data and Drone Parts. Open skill-chip chests.</p></div><div class="day"><p class="d">Tue</p><p class="do">Bank data and parts.</p></div><div class="day hot"><p class="d">Wed</p><p class="ev">Age of Science</p><p class="do">Open component chests. Choice chests: missile, camera, fuel cell.</p></div><div class="day"><p class="d">Thu</p><p class="ev">Hero training</p><p class="do">Bank. No drone points.</p></div><div class="day"><p class="d">Fri</p><p class="ev">Speedups and troops</p><p class="do">Bank. No drone points.</p></div><div class="day"><p class="d">Sat</p><p class="ev">The fight</p><p class="do">Bank. Parts level the drone but do not score.</p></div><div class="day"><p class="d">Sun</p><p class="do">Bank data and parts.</p></div></div>
<p>Drone levels and skill-chip chests score on Monday only. Component chests score on Wednesday only. Bank the rest of the week, unless a fight that week needs the level.</p>
<p class="warn">Arms Race has its own Drone Boost window. If it misses Monday, take Monday's duel points. Do not hold a parts gate past a fight you need just to catch both.</p>
<h2>The six components</h2>
<p>The part names come from community upgrade guides, not the Instructions screen. Left side is the defense set. Right side is the attack set.</p>
<div class="tbl"><table>
<thead><tr><th>Part</th><th>Side</th><th>What the guides say it does</th><th>Priority</th></tr></thead>
<tbody>
<tr><td data-label="Part">Air-to-air missile</td><td data-label="Side">Right</td><td data-label="What the guides say it does">Hero attack. The Japanese guide rates this the only top piece.</td><td data-label="Priority"><b>First</b></td></tr>
<tr><td data-label="Part">Infrared camera</td><td data-label="Side">Right</td><td data-label="What the guides say it does">Crit attack</td><td data-label="Priority">Second</td></tr>
<tr><td data-label="Part">Fuel cell</td><td data-label="Side">Right</td><td data-label="What the guides say it does">Drone attack, and crit damage</td><td data-label="Priority">Second</td></tr>
<tr><td data-label="Part">Turbine engine</td><td data-label="Side">Left</td><td data-label="What the guides say it does">Hero HP, flat and percent</td><td data-label="Priority">Low</td></tr>
<tr><td data-label="Part">External armor</td><td data-label="Side">Left</td><td data-label="What the guides say it does">Durability</td><td data-label="Priority">Low</td></tr>
<tr><td data-label="Part">Radar</td><td data-label="Side">Left</td><td data-label="What the guides say it does">Drone HP, and less chance to be crit</td><td data-label="Priority">Last</td></tr>
</tbody></table></div>
<p><strong>Chests.</strong> Random chests favor the left. The chest's own odds screen shows about 22% for each left piece and about 11% for each right piece. Spend every choice chest on the right: missile, fuel cell, or infrared camera. Do not spend a choice chest on radar, engine, or armor. Those already drop more often.</p>
<p><strong>Merging.</strong> Merge three of the same part and level through level 7. From level 8 the piece fills a Research Points bar. Spare components of the same type feed that bar. A level-8 piece costs 2,187 level-1 parts if you merged the whole way. Level 9 is 6,561. That is why the right side lags.</p>
<p><strong>Research order.</strong> Put Research Points on the right side first: the missile to 100%, then the infrared camera, then the fuel cell. Leave the left pieces where they are until a right piece clears its next 20% mark. Extra boosts still land at 20, 40, 60, 80, and 100, and a gain under 1% pays nothing.</p>
<p class="warn">Example: missile at 81%, infrared camera at 53%, fuel cell at 50%, three level-9 left pieces at 17%. Take the missile to 100%. Then the camera, then the fuel cell. The left pieces wait.</p>
<p><strong>Level path.</strong> Separate from components. Every fifth level is a parts checkpoint with five stages. The parts cost per stage climbs to about 1,000 near level 145, drops to 100 per stage (500 total) at level 150, then climbs again. Skill levels on the Instructions screen are 30, 50, 70, 90, and 110. Confirm the next checkpoint on Upgrade Preview.</p>
<h2>Free drone sources</h2>
<ul>
<li><strong>Drone Component Factory.</strong> Opens at Headquarters 15 and makes level-1 components every day. At factory level 19 it hits the daily cap of 7, about 49 a week.</li>
<li><strong>Drone Parts Factory.</strong> Unlocks from the Age of Oil research tree after Season 3, at Headquarters 30. At level 30 it makes up to 6 parts a day, about 42 a week.</li>
</ul>
<p>Collect both every day. The parts checkpoints need thousands of parts, and these are the only steady free supply.</p>
<h2>Skill chips and Combat Boost</h2>
<ul>
<li><strong>Four slots, two timings.</strong> Initial and Defensive fire once, at the start of battle. Offensive and Interference fire every time the drone attacks.</li>
<li><strong>Same text for every troop type.</strong> A chip of a given slot and rarity reads the same for Tank, Air, and Missile. Only the troop type changes.</li>
<li><strong>Legendary over epic, always.</strong> Epic defensive chips last 3 to 15 seconds. Legendary ones last until the battle ends and add a second effect. Swap an epic out the day you get a legendary, even a starred-up epic.</li>
<li><strong>Stars.</strong> Only epic and legendary chips take duplicates. Common and uncommon chips cannot be raised.</li>
<li><strong>Presets.</strong> Each preset can be used by one squad at a time. The first opens at Combat Boost level 10. Each Combat Boost stage is 150 levels, and later stages add presets and raise Chip Skill Boost.</li>
<li><strong>Combat Boost experience.</strong> Early levels run on Combat Boost experience cards from daily tasks and events. The purple card, 10,000 experience, is in the alliance shop. After that, unused chips feed it.</li>
</ul>
<h2>Sample screens</h2>
<p>From one account. Tap a screen to open it full size.</p>
<div class="shots"><figure><a href="/images/lastwar/drone-attributes.webp"><img src="/images/lastwar/drone-attributes.webp" alt="Tactical Drone Attributes tab at level 177" width="540" height="1174" loading="lazy"></a><figcaption><b>Attributes.</b> Level 177 needs 252K Battle Data and 140 Drone Parts. With 80 parts, this level waits. That is the parts gate.</figcaption></figure><figure><a href="/images/lastwar/drone-component.webp"><img src="/images/lastwar/drone-component.webp" alt="Tactical Drone Component tab" width="540" height="1174" loading="lazy"></a><figcaption><b>Component.</b> Left: three level-9 pieces at 17%. Right: missile 81%, camera 53%, fuel cell 50%. The missile goes first.</figcaption></figure><figure><a href="/images/lastwar/drone-combat-boost.webp"><img src="/images/lastwar/drone-combat-boost.webp" alt="Tactical Drone Combat Boost tab" width="540" height="1174" loading="lazy"></a><figcaption><b>Combat Boost.</b> Stage III, level 410. Unused chips feed it. Chip Skill Boost reads +2.</figcaption></figure><figure><a href="/images/lastwar/drone-skill-chip.webp"><img src="/images/lastwar/drone-skill-chip.webp" alt="Tactical Drone Skill Chip tab" width="540" height="1174" loading="lazy"></a><figcaption><b>Skill Chip.</b> Preset 1 is the Tank Chip Set: four chips for the squad you march.</figcaption></figure></div>
<h2>Three mistakes</h2>
<ol>
<li><strong>Training past 80% and expecting a crit.</strong></li>
<li><strong>Putting Research Points in under a full 1%.</strong></li>
<li><strong>Feeding an equipped chip into Combat Boost.</strong></li>
</ol>
<p class="note">Written for players who already have a march. Rules are the ones on the Tactical Drone Instructions screen, which can change. Confirm the next part gate before you spend the parts. Updated October 4, 2026.</p>
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