Volcano War is the season’s state-against-state battle on a ten-day cycle: states are grouped into an Attacker camp and a Defender camp, the Presidents spend four days recruiting partner states, and on day 6 at 12:00 Apocalypse Time everyone teleports into the Defender’s state for one hour to hold the Blackridge Volcano and the buildings around it, with the prize pool doubling for every partner invited and tripling if the Defender dares Hard Mode.
- Scope: state against state, in camps of two or more states, fought in the Defender’s state
- When: a ten-day cycle during a season; the battle on day 6, 12:00 Apocalypse Time, one hour
- Who can enter: Headquarters level 15 and up, in an alliance; 2,000 contribution to claim ranking rewards
- What wins: the camp with more Camp Points when the hour ends
- What you keep: personal milestone rewards to 400,000 points, ranking rewards to rank 2,000, and a share of the camp’s prize pool
What Volcano War is and when it runs
Volcano War is a season event, and it has run in more than one season: the game’s own reward screens have shown Season 2 fragment boxes, players have reported Season 4 and Season 5 contents, and the Event Center on your state is the only calendar for it. The whole thing takes ten days, and the game names each phase:
- Day 1, Publicity. The groupings for this round are revealed.
- Day 2, Comms. Presidents of grouped states negotiate with ungrouped ones. This is also the only day a Defender can choose Hard Mode.
- Days 3 and 4, Invitation. Presidents formally invite ungrouped states into their camp, one invitation at a time, each open for an hour; no answer in an hour is a no.
- End of day 4, System Allocation. Any state still ungrouped is placed at random. Those states add nothing to the prize pool and can’t receive shares of it.
- Day 5, Battle Prep. Tactics and roles.
- Day 6, Battle. 12:00 Apocalypse Time, one hour, inside the Defender’s state.
- Days 7 and 8, Reward Distribution by Presidents. The President divides the camp’s spoils between its alliances.
- Days 9 and 10, Reward Distribution by Alliances. R4s and R5s hand shares to members; each survivor can claim one share.
The system groups states by overall strength and assigns Attackers and Defenders. Each camp starts with a base pool of spoils, and the pool grows: inviting a partner state doubles it, winning doubles it again, and a Defender who takes Hard Mode triples it. Hard Mode is Defender-only: no partners allowed, up to three attacking states, and a powerful combat buff for the Defender’s troops. It’s a play for a state that’s already strong at home, not a shortcut for one that isn’t.
How scoring works in Volcano War
Two scores run at once. Camp Points decide the war; Individual Points decide your milestones and rank. Both come from holding buildings, per second, and the building’s position sets its worth.
| What you hold | Camp Points per second | Individual Points per second | Its bonus |
|---|---|---|---|
| Blackridge Volcano, the centre | 150 | 100 | |
| Energy Tower | 80 | 60 | Camp Points +10% |
| Lava Furnace | 80 | 60 | Damage dealt in the volcanic area +20% |
| Radiation Warehouse | 80 | 60 | Destruction in the volcanic area +50% |
| Lava Pool, six on the outer ring | 60 | 40 | |
| Advanced Energy Mine | 20 | ||
| Medium Energy Mine | 10 | ||
| Basic Energy Mine | 5 | ||
| Crush enemy units | 120 per 10,000 power beaten |
Read it as a map. The volcano sits in the centre hex, the three special buildings on the inner ring, the six Lava Pools on the outer ring, and the energy mines are scattered between, better the nearer the core. The volcano is worth nearly two special buildings on its own, but the three buildings together out-score it and carry the buffs, which is why the standard plan is buildings first, volcano second.
Four rules shape the hour. When the battle begins every Headquarters inside the area is relocated outside it, so nobody gains by parking early; you teleport in again when it starts. Teleporting into the area from outside costs no teleporter once the battle’s on, and moving inside it is free with a five-minute cooldown, though Random and Advanced Teleporters don’t work in the core. A building holds ten teams, sorted by power, with the alliance of highest combined power taking capture priority, and each survivor sends one team per building. And losses in building fights run 10% dead, 10% seriously injured, 80% lightly injured.
When the hour’s up, the camp with more Camp Points wins.
What to do in each phase of Volcano War
- Days 1 and 2: get the partner. A President who waits for the Invitation phase to start talking is a President whose state gets allocated. Talks start on Publicity day, the invitation goes out the moment the phase opens, and the spoil ratio is agreed and locked in the system, which then enforces it.
- Day 2: decide Hard Mode honestly. Triple the pool, three attackers, no partner. If the state has held its own volcano before, it’s a play; if not, it’s a gift to the attackers.
- Day 5: assign roles. The strongest alliance takes the volcano. The next three take the Energy Tower, the Lava Furnace and the Radiation Warehouse, one each. The rest take the Lava Pools and the mines. Solo accounts mine. Name the rally leaders.
- Before the battle: stock up. Fuel in the thousands for a serious player, Advanced and Random Teleporters, healing speedups, a shield for your base outside the core, every march unlocked. Troops home and healed.
- 12:00: teleport in and take the three buildings first. They pay the buffs and, together, more than the volcano. Then the volcano, with the camp’s strongest rallies.
- Through the hour: keep every formation on a building. Points are per second held. A formation sitting in your base is a building the other camp is holding.
- For Individual Points, hunt relocated Headquarters near the contested buildings. 120 per 10,000 power beaten is the fastest personal scoring on the map; the top personal scores in the millions come from it. Not at the cost of a building.
- The last ten minutes: hold. Close battles have swung in the final minutes. Nobody leaves a building for a milestone.
- Days 7 to 10: claim your share. One per survivor, through the alliance.
Volcano War rewards and what to spend them on
Four ladders.
The prize pool, shared out by the President and then the alliances: ten gold chests, twenty blue, thirty bronze, fifty green at the base, multiplied by the invitations, the win and Hard Mode. The chests hold the season’s hero fragment choice boxes, Forging Stones and 50-diamond packs, more per chest up the colours; the season’s own box changes with the season.
Camp rewards, to every member of the camp: twenty each of the season’s fragment box, a level-3 module chest and wood and food chests for a win, ten each for a loss; a Hard Mode Defender’s win pays thirty each plus an exclusive equipment fragment box, a Hard Mode loss fifteen.
Personal milestones, by your own Individual Points: rungs from 10,000 up to 400,000, paying Valor Medals, Forging Stones, diamonds and EXP chests, all opened by 400,000.
Ranking rewards, for anyone past 2,000 contribution:
| Rank | Pays |
|---|---|
| 1 | 2 orange decoration chests, a level-7 module choice box, 25 one-hour speedups |
| 2 | 1 orange decoration chest, a level-7 box, 20 speedups |
| 3 | 1 orange decoration chest, 8 level-5 boxes, 17 speedups |
| 4 to 10 | 1 orange decoration chest, 7 level-5 boxes, 15 speedups |
| 11 to 20 | 3 purple decoration chests, 6 level-5 boxes, 13 speedups |
| 21 to 50 | 2 purple chests, 5 level-5 boxes, 11 speedups |
| 51 to 100 | 1 purple chest, 4 level-5 boxes, 10 speedups |
| 101 to 200 | 3 level-5 boxes, 9 speedups |
| 201 to 500 | 7 level-4 boxes, 8 speedups |
| 501 to 1,000 | 5 level-4 boxes, 7 speedups |
The ladder runs on to rank 2,000. The top players also carry the Volcano Conqueror title for 30 days, and a winning Hard Mode Defender’s players a 30-day animated avatar frame.
What to do with it. The season fragment boxes go to the season hero the tier list rates highest for your faction. Forging Stones are gear. The module chests are vehicle work. The Valor Medals buy orange gear in the Merit Shop, with Capital Clash‘s and Canyon Clash‘s. The diamonds are the diamond guide‘s business.
Mistakes that cost points in Volcano War
- Waiting for the Invitation phase to find a partner. Talks start on day 1. A state that gets allocated adds nothing to the pool and takes nothing from it.
- Taking Hard Mode on hope. Three attacking states and no partner. Triple the pool is only worth it to a Defender who’ll win.
- Everyone on the volcano. It pays 150 a second; the three special buildings pay 240 together and carry the buffs. Four alliances, four targets.
- Teleporting in early. Every base inside the area is thrown out when the battle starts, and you teleport again anyway.
- Shielding in the core. Peace Shields don’t work there. Shield the base outside; fight inside.
- Chasing a milestone off a contested building. 400,000 points opens every milestone, and the top scorers get there attacking Headquarters next to the buildings they’re holding, not instead of holding them.
- Leaving spoil ratios to trust. The system enforces what’s locked in; it can’t enforce a promise.
- Sitting out after allocation. The camp rewards still pay every member, win or lose, and the ranking rewards still pay from 2,000 contribution.
Is Volcano War worth it for a free player?
Yes, on three of the four ladders. The camp rewards pay every member of the camp, win or lose, in fragment boxes and chests. The personal milestones to 400,000 points are within a free account’s reach by holding a mine or a Lava Pool for the hour and hitting a few relocated bases near it. And the ranking rewards pay from 2,000 contribution down to rank 2,000, which is most of a state. The prize pool’s share is the one that depends on the President and the alliance.
The honest limit is the fight for the inner ring. The buildings fill with the ten highest-power teams, so a low-power account holds the outer ring and the mines, and that’s a real job: a Lava Pool is 40 personal points a second for sixty minutes, and the mines near the core pay more the nearer you get.
Volcano War sits in the events schedule as the season’s ten-day state war, beside the Capital Clash cycle it resembles, and the beginner’s progression guide covers what to build before any of this matters.