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Enemy Buster in Last Z: Survival Shooter
Furylord in Last Z: Survival Shooter

Furylord in Last Z: Survival Shooter

Furylord in Last Z: the four daily windows, why only your biggest hit ranks, the daily faction buff, the attack-count track and the gear ladder.
A hero squad attacking the Furylord boss in a ruined arena in Last Z: Survival Shooter A hero squad attacking the Furylord boss in a ruined arena in Last Z: Survival Shooter

Furylord is the daily boss: it spawns four times a day at 00:00, 06:00, 12:00 and 18:00 Apocalypse Time and stays three hours each time, every day but Sunday, you get four attacks a day, and only your single biggest hit counts on the leaderboard, so the whole event is about making one attack as hard as it can be.

  • Scope: solo, with a state-wide damage ranking
  • When: 00:00, 06:00, 12:00 and 18:00 Apocalypse Time, three hours each; no spawn on Sunday
  • Attacks: four a day; the reward track pays at one, two and four, and resets daily
  • What ranks: your highest single hit of the day, not your total
  • The daily buff: one faction’s troops deal 50% more damage to Furylord each day, and it rotates

What Furylord is and when it runs

Furylord is a boss that appears on the map near the level-7 city four times a day, on a fixed clock: the panel in the Event Center says it in its own words, “Furylord spawns at 0, 6, 12 and 18 o’clock Apocalypse Time”, and it leaves three hours after it arrives. Sunday is the one day it doesn’t come. You attack it from the panel’s GO button, so there’s no march to plan, and the same panel shows the countdown to when it leaves, your remaining attack chances, and today’s buff.

The buff is the piece that decides your day. Each day one of the three factions gets +50% damage against the boss, in the panel’s wording “Guard of Order Troops deal 50% increased damage”, and the faction changes with the day. Whoever you are, one day in three Furylord is yours.

Three ladders pay you, and they reset every day: the attack-count rewards for simply showing up, the daily ranking by your best single hit, and a lifetime achievement ladder for the biggest hit you’ve ever landed. In a State Ruler week the state’s total daily damage is in the Invasion Right Contest as well: the state with more Furylord damage in a day takes 100,000 state points, and the single top damage dealer hands their state another 50,000.

How scoring works in Furylord

There’s no points table, because the score is damage. What matters is how the game counts it.

What countsHow
Your daily rankingYour single highest hit of the day. Four attacks don’t add up; the best one stands
The achievement ladderYour single highest hit ever, against fixed thresholds from 20,000 up to 500 million
The attack-count rewardsJust the number of attacks you make: one, two and four
The state contestThe total daily damage of your state’s top 200 players, against the paired state’s

So the shape of a good day is: make the one hit as hard as you can, and make the other three anyway for the attack-count track. The hard hit goes on your faction’s buff day, with your strongest combat formation, with War Frenzy running, and after any state attack buff your leadership has switched on. The three filler attacks can be anything; they pay the track whatever the damage.

A single-faction formation is the quiet advantage. Mixed formations get the 50% on only some of their heroes; five of one faction get it on all five, one day in three.

What to do on each Furylord window

  1. Check the panel before the first attack. Today’s buff faction, the countdown, your chances. If today is your faction, this is the day for the big hit.
  2. Make the big hit first on a buff day. Your strongest formation, War Frenzy on, any state buff on, then GO. Everything else about the day is built around this one attack.
  3. Make the other three attacks regardless. The attack-count track pays at one, two and four, and it returns fuel cans, so attack even when you’re out of fuel.
  4. On an off day, still attack four times. The track and the achievement ladder don’t care which faction’s day it is. Only the ranking does, and the ranking isn’t worth skipping 120,000 steel for.
  5. In a State Ruler week, every attack is state score. The top 200 players’ damage is counted, so a mid-power account that attacks is helping even when it’s nowhere near the top.
  6. Hit the next window if you missed one. Four spawns a day is four chances to get the four attacks in; the attacks are per day, not per window.

Furylord rewards and what to spend them on

The attack-count rewards, daily. One attack pays 30,000 steel, a star ticket and a 5-minute speedup; two attacks pay 60,000 steel, two 10-packs of fuel cans and resource chests; four attacks pay 120,000 steel, three 10-packs of fuel and 50 diamonds. That’s 210,000 steel and 50 fuel cans a day for four taps, which is why the fourth attack is never skipped.

The daily ranking, by your best hit.

RankStar ticketsHero EXP chests5-minute construction speedups
1202430
2162024
3121620
4 to 2081016
21 to 506812
51 to 200448
Below 200244

Each rank also pays a refugee item, from 7,500 at first down to 1,000 below the top 200. Everyone who attacks is paid something.

The achievement ladder, once, for your best hit ever. The thresholds climb from 20,000 damage to 500 million, each paying 100-diamond chests, resource chests and EXP chests, and four rungs in the middle pay a piece of purple gear: armour at 300,000, a weapon at 600,000, boots at 1 million, a helmet at 3 million. The diamond chests run 500 diamonds a rung at the bottom, 1,000 from 1 million, 2,000 from 5 million, 5,000 from 30 million and 10,000 at the top.

What to do with it. The star tickets are the ranking’s real prize and go to whichever hero the tier list puts next to star. The steel is a daily income for vehicle work. The fuel comes back to pay for tomorrow’s attacks. The purple gear set from the achievement rungs is a free account’s first full set, worth chasing one rung at a time on buff days. The diamonds are the diamond guide‘s business.

Mistakes that cost points in Furylord

  • Spreading your effort across four equal hits. Only the biggest one ranks. Put everything into one and let the others be taps.
  • Making the big hit on the wrong day. 50% more damage one day in three. Save War Frenzy and any state buff for that day.
  • Running a mixed formation. Three of five heroes get the buff instead of five.
  • Skipping the off days. The attack-count track pays the same 210,000 steel and 50 fuel on a day you’ll never rank.
  • Stopping at three attacks. The track’s biggest rung is the fourth, and it’s the one that pays the diamonds and most of the fuel.
  • Sending a gathering formation. It’s a boss. Send the troops you’d send to a fight.
  • Adding hits together for an achievement. The ladder reads a single attack; four 100,000 hits never make a 300,000 rung.

Is Furylord worth it for a free player?

Yes, for the daily track and the achievement ladder, and only partly for the ranking. The attack-count rewards pay the same 210,000 steel and 50 fuel to everyone who makes four attacks, whatever the damage, and the fuel refund means the event funds itself. The achievement ladder is a free account’s clearest route to a purple gear set: four rungs between 300,000 and 3 million damage, each reachable on a buff day as the account grows.

The honest limit is the top of the ranking. First place on a mature state is a hit in the hundreds of millions, and the star tickets at the top are a spender’s prize. The rungs below pay everyone, and a single-faction formation on its buff day moves a free account up the table faster than anything else.

In a State Ruler week, attack anyway. Your damage is in the state’s top-200 total whether or not you’re near the top, and 100,000 state points for the day is more than most alliances earn from a whole duel day.

Furylord sits in the events schedule as the daily boss, the one that feeds Capital Clash‘s preparation week, and the beginner’s progression guide covers what to build before any of this matters.

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