Battles - Guides

This section is being updated.
Table of Contents:
Attack Budget
Active Attacks
Battle Reports
Battle Rewards
Conquering & Destroying
Conquering Capital Bases
Supporting
Battle Strategies
Attack Rules
Attack Limits
Battle Facts
Attack Budget
You can select a maximum of 5 types of units. Both attacking and defending players have an equal Resource Budget depending on the Defender's Military Rank. With higher Military Rank, you can send more Units into Battle!
White Bronze Silver Gold
WWO-Influence 100 250 450 750
Resources 50.000 200.000 750.000 2.000.000

P.S.: Cheaper units means you can send more of them to Battle since they don't fill the Budget as quickly
Active Attacks
When an attack is sent, a timer goes off until the units reach their target and the Battle takes place.

This timer serves as a warning that you're being attacked.

Attacks take between two to three minutes to reach their target. You can check the Attacks Menu for all Incoming and Outgoing Attacks by you or your Squad.
It is also during this time that Squadmates of both players can send Supporting units to the Battle, both offensively and defensively.
Battle Reports
After a Battle ends, the participating players will receive a Battle Report. Let's take this opportunity to explain how Battles go.

The Battlefield
There are two sides to The Battlefield: the Attacker and the Defender. They will always occupy the left and right sides of The Battlefield respectively.

Battles are fought in Waves. In each Wave, the units of the attacker will fire upon one unit on the defending side, which immediately fire back. Target choosing is random though each unit will attempt to fire upon all defending units as equally as possible. When a Unit takes Damage, they display the number of Units lost above themselves.
In this example, the Stinger on the Attack side destroyed 41 Chengdu J7.
When all attacking units have taken turns firing, the wave ends and a new one begins. This process will repeat until one side is completely defeated, retreats, or the Battle reaches 50 waves. With a default strategy, units will initiate a retreat when they fall below 30% of their group size. Retreating may take between 2 and 4 waves depending on the type of unit and in this period, units deal significantly less Damage until they successfully leave The Battlefield.
Decisive Results and Close Results

In each battle, the result may either be Decisive or Close. The conditions for each are:


  • Decisive Result: One of the sides either was completely destroyed or retreated from Battle;


  • Close Result: The Battle reached 50 waves and both sides still had active units in The Battlefield. In these cases, the player with the highest percentage of Units left alive is declared the winner.
Battle Rewards
When you win a Battle, you get 200% of the experience of the Units you killed.

Additionally, when you win an attack against a Resource Base or Mine, you can steal that Base's Resource from your enemy. Each unit has a Steal Capacity that determines how much they can steal when you win. You can check each unit's Steal Capacity in the Military Units section.

You can steal a maximum of 5% of your opponent's Resources per Battle. These 5% depend on each specific Resource, though the maximum is shared among them. If you steal 5% of your opponent's Food, you'll be able to steal more Resources after 24 hours.

There is also a daily cap of Resources you can steal that depends on the lowest Military Power between you and your opponent. These values also serve as the minimum a player can have until they can no longer be stolen from. For more information you can check out Maximum Steal amounts per player in Military Ranks.

P.S.: Close Victories are enough for Resources to be stolen, it does not need to be a Decisive Victory.
Conquering & Destroying
Conquering or destroying are special actions that you can take against an enemy's Base.
  • When you Conquer a Base, you will take full control of it as if you had built it yourself;


  • When you Destroy a Base, it will completely disappear from the District, opening up a vacant spot for a different Base to be built in its spot.

Conquering a Base

Conquering is a Special Action and it does not require you to train a Unit.

  • Once you reach Military Rank 25, you receive 2 Generals per day (max of 4).


  • Attempting to conquer a Base will spend 1 General.


  • If you have no Generals, you can spend 6 WWO-Influence to conquer a Base.


  • Generals can't fight on their own; Conquers must include other Units along with them.


  • The Battle must be a Decisive Victory and the General must survive the Battle.


Destroying a Base

Destroying is also a Special Action and it does not require you to train a Unit.

  • Once you reach Military Rank 27, you can use Special forces to be able to Destroy an enemy base.


  • Attempting to destroy a Base will spend 1 Special forces.


  • Special forces, have a cost of 4 WWO-Influence to destroy a Base.


  • Special forces can't fight on their own; a Destroy command must include other Units along with them.


  • The Battle must be a Decisive Victory and the Special forces must survive the Battle.
P.S.: Generals and Special Forces only enter a Battle on the 11th Wave and if they successfully conquer/destroy the Base, they are removed from your army.
Conquering Capital Bases
Conquering Capital Bases does not cost Generals. You can conquer them for free as long as you belong to a Squad. By belonging to a Squad, you'll be able to conquer Capitals whose Military Power matches the League of your Squad or your Military Power.

You can learn more about conquering Capital Bases in the Leaderboard Guide section.
Supporting
The player who is initiating the attack can use 25% of his own attack budget in supporting units for his offense.

The same goes for defensive support, the player who is defending his district, has the option of using up to 25% of his own defense budget in supporting units for his defense.
Battle Strategies
When attacking or defending, players can choose to use different Strategies on their units.


  • Default: This is the default strategy that all units will use unless instructed otherwise. Units will fight to the death.


  • Cautious: Unit will retreat when taken below 70% of their total number.


  • Hold Position: Unit will not move from position, but will attack enemies within its range. This unit is the last to attack in the wave.


  • Ambush: The unit will appear in the selected location on wave 5 and be second last to attack in the wave.
Attack Rules
When looking for players to attack, there are some rules in place that must be respected. These rules are:


  • Players of Rank Recruit (Lower than Military Rank 25) cannot attack players who are not of Rank Recruit. Likewise, players above Military Rank 25 can only attack players above Military Rank 25.


  • You cannot attack recently created Bases or Bases that are Protected. This rule does not apply if the owner of the Base attacked you within 24 hours.
Attack Limits
There is a limit to how many actions you can take against the same player within 24 hours:

Attack Conquer Destroy
Limit 15
+1 additional for each attack suffered
5 5 5
+1 additional for each conquer suffered
3


P.S.: The Attack & Conquer Limits increase by 1 for each Attack/Conquer that the player you are attacking sent against you in the last 24 hours. So if another player attacked you 10 times in the last 24 hours, you can attack him up to 25 times.

Additionally, attacks sent against Capital Bases are not subject to this limit, so you can send over 15 attacks against the same player's if you're attacking Capital Bases.
Battle Facts
Defensive Boost
  • Defending Units have a 20% Boost to their Offense.
The Defensive Boost can sometimes be the difference between a win and a loss
Critical Hits

When Units fire upon a type of Unit that they counter, they have a chance to score a Critical Hit for massively increased damage. Critical Hits are represented by a larger font and an exclamation mark.
Damage Calculation & Engagement Limit

Each Unit has an attack value against all 4 classes of Units: Infantry, Armored, Airforce and Navy. Units like the Gepard and Chengdu J7 will struggle against Armored Units but they should be able to take down most Airforce Units due to their high Damage vs Airforce.
In Battle, the unit's Damage is multiplied by the number of units the group is composed of, up to 250 units. This means that a group of 150 Gepard (Damage vs Airforce: 85) will attack a Chengdu J7 with 12750 Damage per wave (85*150). A group of 200 would still deal 12750 given that the cap is 150. This is the Engagement Limit. Supreme Units, in turn, have an Engagement Limit of 25 Units, due to their innately high stats.
There's an exception to the Engagement Limit: If two groups of units firing upon each other have over 600 Units, then the Engagement Limit will be 25% of the smallest group. Let's look at the following Battle as an example:

  • In (1), the MQ-9 Reaper and the Bazooka fire with an Engagement Limit of 200 since it is 10% the smaller group of the two (2000 Bazooka);

  • In (2), the MQ-9 Reaper and the Soldier fire with an Engagement Limit of 150 since there are only 1000 Soldier;

  • In (3), the MQ-9 Reaper and the M3A3 Bradley fire with an Engagement Limit of 500 since both of them consist of 5000 Units in their groups.