Advanced Alliance Showdown Strategy
Concede days 1, 3 and 5 and push days 2, 4 and 6 - that is 8 of 13 points, past the 7 you need. Which days to push depends on the week's overlaps, and the whole thing rests on the alliance holding its resources.
1 The winning formula first to 7 of 13 points wins
| Day (points) | Approach | Why / overlap |
|---|---|---|
| Day 1 · City Development 1pt | 🔻 Concede | Gathering, trucks and M4 finish most of it by themselves. Do not burn resources on one point |
| Day 2 · Hero Growth 2pt | 🔺 Push | Overlaps Armament Competition. Experts, Fire Crystals, hero shards. The alliance finishing Armament Competition pushes this day on its own |
| Day 3 · Pet Training 2pt | 🔻 Minimum | M4 gathering, raids and packs finish it automatically. Take the minimum rewards only |
| Day 4 · Gear Enhancement 2pt | 🔺 Push | Charms, Essence Stones, widgets, Mithril, troop promotion. Plenty of room for both sides to push |
| Day 5 · Chief Gear 2pt | 🔻 Skip | Chief Gear scores poorly to begin with. Trucks, gems, Fire Crystals and starting research finish it automatically |
| Day 6 · All-Out Battle 4pt | 🔺 Push | The biggest score, running 1.5 days. Dump everything you saved. The first 12 hours on Sunday overlap Officer Project |
➊ The overlap strategy lives or dies on alliance discipline. R5 and R4 need to announce and DM it in advance: "hold your Armament Competition resources until day 2", "let day 1 go".
➋ Fire Crystal speedups score terribly on troop training — do not burn training speedups for Showdown points.
➌ The schedule and overlaps change week to week → check the in-game calendar or Ton's Google Sheet for that week's overlaps before deciding which days to push.
2 The two Experts Baldur first for F2P and light spenders
First Baldur
- Dawn Hymn: Showdown points +50% (except the Tundra Trade Route) and daily milestones +3 tiers
- Those extra tiers pay in affinity → books → Sigils
- Caps at Lv.100 — the Showdown skill takes the longest to fully raise (around Lv.80 as of the video)
- Also does everything else: Mobilization +20%, Championship badges +50%, Crazy Joe +50%, shop prices −15%
- Truck refresh vouchers and a siege bonus on top
For spenders Ronne trucks
- Attack and defence buffs for escort trucks
- Return time −20% and 3 free refreshes a day
- Extra cargo chance up to 100%, and up to 50% to recover stolen cargo
- 2 elite guard chests per truck (8 a day at max level)
- A red truck every 4, plus another +10 at max level
- Baldur + Ronne is effectively unlimited truck rerolling. But maxing him is heavy for F2P → later
⚠ Ronne is a new Expert and thinly documented outside the game — the figures are from the video, so check them in game.
3 Working the red trucks points that count in every match
🚚 Red trucks (SSR/UR)
- Far more points and rewards than a normal truck. One a day (4 normal, then the 5th is red)
- Can only be hit once a day — easy to protect, though late on everyone saves up to hunt them
- Hunt them by rerolling. With few types available, a few refreshes cycles you back round
🛡 Escort and defence tricks
- Escort with strong heroes (the buffed ones) and bait with weak ones — an opponent without Ronne cannot steal the cargo
- Last day: send out just before the reset → it arrives without being attacked
- Saving gems: bank the daily chest vouchers and spend them when a reroll costs 300–500 gems
4 Pack points barely move the result you do not need to spend
About 90% of the time they cannot flip a match
Pack scores run 1, 5, 10, 20, 50, 100, 128, 185… — a shallow curve for the money. Even in Kingshot it was rare for a whale to buy a Showdown outright. Watch out against mega-whale alliances, when season events (Wander and the like) pile up, and on early servers where nobody has a budget. Packs you were buying anyway just throw in the points for free.
every pack (≈$1,000) ≈ 4M
5 Shell-alliance multi-building farming funnel it to the rally leaders
❄ Why the leaders?
These buildings give weak stats, so they are effectively pointless for F2P. Funnelled to a rally leader, though, the skins, Charms and buildings stack up and decide Castle fights against comparable opponents. An efficient combat alliance sends as much as it can to the leaders.
| Step | Detail |
|---|---|
| Prepare the shell alliance | An empty or farm alliance for combat. After joining, you only need to be in the top 20 by power |
| Registration deadline | Be a member before Sunday 23:00 UTC — matchmaking locks then |
| Roster | 2 leaders plus 2 farms each = 4 accounts taking 1st and 2nd (maximum rewards). Fill the rest with F2P and farm accounts to satisfy the top 20 and the alliance's 20M |
| Reward conditions | Alliance at 20 million points and each account at 300,000 personal points |
🔁 The whitelist routine
- Put the accounts on the whitelist so they join without approval — they come and go 5–6 times a day
- In the shell alliance: start T12 research → leave → return to the main → request research help, repeatedly
- Trucks and gathering only score for the shell alliance if you dispatch and collect while a member of it
⚠ Do not split too far
- 2 to 5 is workable, but splitting too much weakens the main and matches you against stronger opponents
- Do not force 30 members into three. 2–3 core accounts plus F2P and farms is enough to reach the top-10 rewards
- Personal ranking rewards go 10 deep — the spare members get gems and buildings too
6 Practical tips & a milestone warning
⏱ Timing
- Reset push: dump everything in the last 15 minutes — they cannot respond
- Carry trucks over: dispatch just before the reset → the points land the next day
💎 Concentrating resources
- Pick one gem day: put the week's gem spending on a single day
- Spend the Hall of Chief gems on a push day (2 or 4)
⚔ Disruption
- Raid the opponent to shave their points — done consistently it adds up
- Plunder their trucks all day
❄ Milestones and stars
Baldur's +50% comes with higher milestone requirements — a tier that used to land at roughly 125k needs about 400k with Baldur (3× more). The rewards improve, but you have to score more than double.
Star rating is +1 on a win and −1 on a loss — a loss takes it straight back, which makes climbing very slow. Winning decisively in the weeks you can win is what pays.