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Combat Guide

From Whiteout Survival Wiki

This guide gathers the combat advice of the wiki in one place: how to build an army, when to attack, how to run a rally and how to come home with your troops. The rules and the numbers behind it are on Combat, Units and the pages they link to.

Building the army

  • Tier decides more than count. A march of the highest tier you can train beats a bigger march of older troops, so keep training and promoting instead of hoarding low tiers — and never send low-tier troops against high-tier ones.
  • Use the counter triangle. Infantry beats Lancer, Lancer beats Marksman, Marksman beats Infantry: sending the right type multiplies what the same troops do.
  • Keep the three camps level with one another. Falling behind on one camp bottlenecks troop quality and leaves you without a balanced force.


  • Weight the march towards infantry when the event asks for one army. The composition players settle on in the Alliance Championship is 50% Infantry, 20% Lancer and 30% Marksman.
  • Garrison with Infantry. Their Health is what survives an incoming attack, which is why they hold the city while the other two types travel.
  • Follow each type with its research. Infantry want Shield Upgrade and Defensive Formation, Lancers want Lancer Armor and Lancer Upgrade — see Battle Research.
  • Match the hero to the troops. Smith leads Infantry, Charlie leads Lancer marches, and a Marksman specialist leads Marksman; failing that, the best combat hero belongs on the march that fights.

Gear

  • Keep the six Chief Gear pieces at the same quality tier so the three-piece and six-piece set bonuses stay active, and aim for a full Rare (Blue) set before pushing any single piece higher.
  • Upgrade the pieces of your most-used troop type first when a set is already even.
  • For Hero Gear, finish Purple before starting new Blue pieces, and put combat gear on combat heroes, development gear on development heroes.
  • Collect gear materials at every event. Crafting materials are event-gated, so a month of small pickups beats waiting for a big one.

Before you attack

  • Scout first, always. A scout report shows the garrison and the resources; attacking blind can lose the whole march.
  • Then judge whether the attack is worth it — troop count, tier and hero on the other side against what you would gain.
  • Bring the counter type once the report tells you what is waiting.

Rallies

  • The leader matters. A rally is capped by the leader's Command Center, so the strongest player hosts.
  • Watch the timer. Troops joined to a rally are locked until it launches — don't join one if you need them elsewhere.
  • Keep a garrison at home when your own city may be hit at the same time.
  • Rally the objectives. In State vs State, a rally on the state's key buildings is usually the highest-scoring thing an alliance can do.

Marches

  • Upgrade the Command Center. Bigger marches mean more gathering income and more room to react; more march queues come from Research and VIP.
  • Set the march up for its job. A composition built to attack is the wrong one to send gathering, and the reverse.


  • Watch the march timer. Troops are unavailable for the whole round trip, so count them out of the city before you send them, not after.

After the battle

  • Upgrade the Infirmary before you need it. Wounded troops beyond its capacity are lost for good, so its size is what a lost battle costs you.

Shields

  • Don't break a shield by accident. Attacking cancels a Peace Shield: plan the attack before you plan the shield.
  • Stack shields. A longer shield activated just before a shorter one runs out keeps the protection unbroken.
  • Shield on a full warehouse. A big gathering run makes the city worth attacking.
  • Follow the alliance protocol during State vs State, where alliances usually agree on when to shield and when to fight.

Moving the city

  • Save teleports. Teleport items are rare, and the free Beginner's Teleport is one-time — plan the move before spending it.
  • Scout the destination before landing there, and check the rules during State vs State, where some zones are restricted.
  • Land near your alliance. Neighbours reinforce, rally and shield alongside you; distance costs march time you cannot buy back.

State vs State

  • Keep troops out of reach. Between actions, troops are safest in the city or on a defended gathering spot.
  • Talk in alliance chat. Coordinated attacks, defence of Territory and timing all live there.

See also