Enemy Buster is Saturday, the sixth and heaviest day of the Alliance Duel: it runs the full 24 hours from the Friday reset, it’s worth 4 win points against 1 or 2 for every other day, and it’s the one day the game opens a free teleport into your duel opponent’s state so the two alliances can fight each other for real.
- Scope: every member of both alliances in the week’s duel, on both states’ maps
- When: from 00:00 Apocalypse Time on Saturday to the Sunday reset
- What scores: units you defeat, units you lose, speedups, orange bounties and orange trades
- The multiplier: a unit from your duel opponent is worth exactly double a unit from anyone else
- The teleport: free, from the Alliance Duel screen, with a random landing back in your own hive and a 20-second wait before you can jump again
What Enemy Buster is and when it runs
The Alliance Duel runs Monday to Saturday on six themed days, and Saturday is the combat one. There’s no building or research to time; the day pays for fighting, and the win points it carries, 4, are double any other day’s. An alliance that’s lost three of the five weekday matches can still take the week on Saturday, and one that’s won them all can lose it.
The day runs from the daily reset at 00:00 Apocalypse Time on Saturday until the next reset. Sunday is the duel’s rest day, so what you’ve lost on Saturday heals into a quiet day.
Two things make Saturday different from a normal fight on your own map. The first is the teleport: for the whole day, the Alliance Duel screen offers a free jump into the opposing alliance’s state, no teleporter item spent, and a free jump home that lands you somewhere random inside your alliance’s hive, with a 20-second wait before you can go across again. The second is the double rate: the game pays twice as much for every unit of the duel opponent’s you defeat as for a unit from any other alliance, so the alliance you’re matched with is the one worth fighting.
Your hospital doubles its capacity for the day. That’s the game telling you it expects losses.
How scoring works in Enemy Buster
The values are per unit by level, and three columns matter: units of the duel opponent, units of anyone else, and your own losses.
| Unit level | Defeat 1 unit of the duel opponent | Defeat 1 unit of anyone else | Lose 1 unit of your own |
|---|---|---|---|
| 1 | 24 | 12 | 6 |
| 2 | 36 | 18 | 9 |
| 3 | 48 | 24 | 12 |
| 4 | 60 | 30 | 15 |
| 5 | 72 | 36 | 18 |
| 6 | 86 | 43 | 22 |
| 7 | 98 | 49 | 25 |
| 8 | 110 | 55 | 28 |
| 9 | 122 | 61 | 31 |
| 10 | 136 | 68 | 34 |
| Everything else that scores on Saturday | Points |
|---|---|
| Use 1 minute of any speedup | 10 |
| Complete 1 orange bounty mission | 12,000 |
| Complete 1 orange intercity trade | 15,000 |
| Buy a pack, per diamond spent | 30 |
These are the base rates before Alliance Recognition research; Event Expert doubles them and Event King triples them, the same as every other duel day.
Read the first table down and across. A level-10 unit of your opponent’s is 136 points, the same unit from a random alliance is 68, and losing one of your own level-10s is 34. So a tank-on-tank fight against your duel opponent pays both sides, the winner at four times the loser’s rate per unit, and nobody gets nothing. That’s why alliances that are both out of the running arrange a friendly tank-versus-tank on Saturday afternoon: every unit that falls on either side scores for somebody.
The speedup rate is a quarter of Tuesday’s or Friday’s, so Saturday is the wrong day for speedups unless you have nothing else. Orange bounties and trades pay less than they do on their own days too, 12,000 against Tuesday’s 60,000. If you have them left over, run them; don’t save them for Saturday.
What to do on Enemy Buster day
The day splits by what kind of account you have, and the first job is the same for everyone.
- Friday night: decide whether you’re a fighter or a farm. If your troops can’t win a fight on Saturday, shield before the Friday reset and stay shielded until Sunday. An 8-hour shield is 600 diamonds or 40,000 Alliance Shop credits; a 24-hour one is 2,000 or 140,000. An unshielded base with weak troops is a free gift of points to the other side.
- Fighters: scout before you march. Power on the map doesn’t tell you the troop types inside. Scout the base, then hit it.
- Hit the duel opponent, not the neighbours. The same kill is worth double across the border. Use the free teleport, go in as a group of three or more, take a few nearby bases, and come home. Don’t rally while you’re across; a rally in progress blocks your teleport out.
- Tanks for the hospital, Headquarters for the kill. Troops you lose attacking a formation on the map go to the hospital; troops you lose attacking a Headquarters die. Your hospital is doubled today, so tank fights are the cheap ones.
- Heal in batches under an hour. Alliance members can help with a heal under an hour; a long one is yours alone.
- Keep a random teleporter in the bag. If a base is about to fall, it’s the only way out.
- Reshield the moment the fighting stops. You can’t shield for ten minutes after attacking, and you show red on enemy maps for an hour, so plan the last attack of the day with that gap in mind, and never log out unshielded on a Saturday.
- If the week’s already decided, make a deal. Two alliances out of the running arrange tank-versus-tank fights on Saturday so both sides collect the chest ladder. It’s the most common Saturday there is.
Enemy Buster rewards and what to spend them on
Saturday has its own chest ladder, lower than the weekday one and with Valor Medals on every rung, which no other duel day pays.
| Chest | Points | Badges | Valor Medals | Also |
|---|---|---|---|---|
| 1 | 17,000 | 20 | 200 | 2 of each resource chest |
| 2 | 69,000 | 30 | 200 | 3 of each |
| 3 | 240,000 | 45 | 500 | diamonds, purple skill books, alloy, supply boxes |
| 4 | 290,000 | 30 | 300 | 8 of each |
| 5 | 450,000 | 60 | 300 | 12 of each |
| 6 | 980,000 | 120 | 1,000 | diamonds, purple skill books, alloy, supply boxes |
| 7 | 1,100,000 | 75 | 600 | 16 of each |
| 8 | 1,600,000 | 150 | 600 | an orange fragment, orange skill books, alloy, supply boxes |
| 9 | 3,200,000 | 300 | 1,500 | an orange fragment, orange skill books, alloy, supply boxes |
Chests 4 to 6 and 7 to 9 need Alliance Recognition research to open, like the weekday ladder. All nine together are 5,200 Valor Medals, doubled to 10,400 with the research that doubles duel rewards.
Then the week settles. Winning Saturday is 4 win points, and the week’s winner pays every member the Weekly Tier Reward on the Sunday, in diamonds, orange fragments and badges by league; the loser gets a smaller parcel of the same.
What to do with it. The Valor Medals buy orange gear in the Merit Shop, the same currency Capital Clash and Canyon Clash pay, and the gear goes on the heroes who march on Saturdays. Badges go back into Alliance Recognition, because it doubles every rate above. The orange fragment from chest 8 or 9 goes to whichever hero the tier list puts next.
Mistakes that cost points in Enemy Buster
- Going into Saturday unshielded with weak troops. Every unit you lose is 34 points at best for you and 136 for them. Shield before the Friday reset if you’re not fighting.
- Attacking a neighbour instead of the opponent. Half the points for the same fight. Cross the border.
- Rallying while you’re across. It blocks the teleport home, and the defenders have the whole day to zero a base that can’t leave.
- Attacking Headquarters when you wanted the hospital. Troops lost against a Headquarters die; troops lost against a tank are injured, and your hospital is doubled today.
- Attacking alone, upward. Don’t solo anyone higher level than you. Groups of three, bases near each other, in and out.
- Burning speedups for Saturday points. Ten a minute, against forty on Tuesday. Hold them.
- The last attack at 23:55. Ten minutes before you can shield, and the day’s rewards settle at the reset. Finish earlier.
- Logging out red. An hour on enemy maps after an attack. Reshield first, every time.
Is Enemy Buster worth it for a free player?
It depends on your troops more than any other day, and the honest answer has two halves.
If your troops can’t win a fight, Saturday is a day to survive, not score: shield from the Friday reset, use the day for the orange bounties and trades you have left, and let the chest ladder be the weekday ladder’s job. A shielded base loses nothing and the week’s result still pays you the Weekly Tier Reward whatever you did on Saturday.
If your troops can trade, it’s a generous day. Losses score, the hospital is doubled, the teleport is free, and a tank-versus-tank arranged with the other alliance pays both sides every rung of a ladder that carries Valor Medals. A mid-power account that fights three tank battles against the duel opponent and heals in batches can clear the first three chests without spending a diamond, and 500 Valor Medals a week is a piece of orange gear every few weeks.
Either way, the week was mostly decided Monday to Friday by what you saved for which day, and Saturday is the one where the alliance that planned better gets to prove it.
Enemy Buster sits in the events schedule as the Saturday of the Alliance Duel, and the beginner’s progression guide covers what to build before any of this matters.