Arms Race

Guild / Individual Challenge Duration: 48h Min 20 Members

Your guild faces five consecutive waves of a single powerful training fleet — Drill Cruisers. Gameplay time per stage: 15 to 30 minutes.

Golden Rule
"Prep Morale Levels during the 3-day cooldown. Walking in unprepared costs the whole guild up to 30% extra damage."
— Coordination Principle
// PREPARATION

Morale Levels

Boost your guild's damage before the main event begins. During the 3-day cooldown, defeat Tribute Vessels to unlock Morale Levels. Each level reduces enemy defense in the next event.

Level 1 Tribute Cost
50 Tributes
−10% Defense (Estimated)
Level 2 Tribute Cost
150 Tributes
−20% Defense (Estimated)
Level 3 Tribute Cost
400 Tributes
−30% Defense
// DAILY FOCUS

The Two Stages

Two windows to complete the event. Rewards are awarded once based on your highest performance across either stage.

Stage A The Core Event

Appears close to the Guild Hub.

Defeating a Drill Cruiser immediately triggers the next wave. A 3-minute timer triggers before the first wave. The stage ends after 30 minutes or when the last Drill Cruiser is defeated.

Stage B Second Chance

Must be activated within 24 hours of Stage A's start.

Flexibility for guildmates in different time zones — nobody locked out by reset windows.

// PRO TIPS

Tactical Playbook

Hard-won lessons. Read these before the next Arms Race begins.

01
Claim Morale Chests before Stage A ends. Once Stage A closes, unclaimed chests are lost permanently. This is the #1 mistake new guilds make.
02
3-minute timer triggers before the first wave. The stage ends after 30 minutes or when the last Drill Cruiser is defeated, whichever comes first.
03
Rewards are awarded only once. Based on your highest performance across either Stage A or Stage B — don't burn resources trying to win both.
04
Scalability matters. Larger HP pool means more members can unlock rewards. Coordinate damage spread, don't have one whale solo the whole wave.