Combat Guide
From Whiteout Survival Wiki
More actions
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
- Combat — the rules of a battle, stat by stat
- Units — troop types and the counter triangle
- Rally — how a rally is hosted and joined
- Peace Shield — shield items and what breaks them
- State vs State — the state-wide war and its scoring
- Economy Guide — the city side of the same advice
- Beginner's Guide — guide hub