Lucky Rose is the weekly buff hidden in the gift screen: every Monday at the reset the game picks a number from 1 to 10, and the first time that week you send exactly that many Yellow Roses to one player in a single gift, you get a buff that’s fixed to the number, from 20% construction speed for two hours to 30% gathering speed for a day.
- Scope: solo; the sender gets the buff
- When: the number changes every Monday at 00:00 Apocalypse Time
- The rule: Yellow Roses only, the exact count, in one gift, to one player; it fires once a week
- What it pays: one of six buffs, set by the number, for two hours or 24
- The side income: the weekly Gift Level, 10 roses sent in a week for 6 orange hero fragments and 3 purple EXP chests
What Lucky Rose is and when it runs
Roses are the gift currency, and Yellow Roses are the ones with a trick. Each week has a lucky number. Send that exact number of Yellow Roses to any one player in a single gift and a rose icon appears under your buffs with a countdown. Send nine when the number is ten, or two gifts of five, or pink or red roses, and nothing happens. Overshoot and nothing happens either. It fires once per week; a second correct gift doesn’t refresh it.
The number cycles through the ten, and each number is tied to one buff. The week’s number is on the gift screen, and the trackers log it; over the last four months the sequence has run 4, 8, 10, 1, 5, 7, 9, 2, 6, 4, 8, 10, 7, 8, 3, 9, 1, 6, 10, which is to say it doesn’t repeat on a simple pattern, so check the screen.
The recipient gets the roses, which they keep as currency for skins and Mastery, and the sender gets the buff. Several trackers report the sender’s alliance shares it; the game’s own text doesn’t say so, so plan on the buff being yours and treat any alliance effect as a bonus.
How the buff works in Lucky Rose
The buff per number is fixed, and this is the table that matters:
| Number | Buff | Lasts |
|---|---|---|
| 1 | Construction speed +20% | 2 hours |
| 2 | Troop load +15% | 24 hours |
| 3 | Gathering speed +30% | 24 hours |
| 4 | Allied help duration +120 seconds | 24 hours |
| 5 | Research speed +20% | 2 hours |
| 6 | Allied help duration +120 seconds | 24 hours |
| 7 | Troop attack +10% | 2 hours |
| 8 | Construction speed +20% | 2 hours |
| 9 | Research speed +20% | 2 hours |
| 10 | Troop attack +10% | 2 hours |
So the week’s number tells you two things before you send a rose: what the buff is, and whether it’s worth a rose at all. The 24-hour weeks (2, 3, 4, 6) are the generous ones. The two-hour weeks are only worth it if you have the matching job queued and ready: a long build to speed through on a 1 or 8 week, a research on 5 or 9, a fight on 7 or 10.
The buff stacks with the event buffs from the Alliance Duel, Full Preparedness and the State Ruler week, so a two-hour construction buff timed into Tuesday’s Shelter Upgrade window is worth more than the same buff on a Thursday.
What to do each week with Lucky Rose
- Monday: read the number. It’s on the gift screen after the reset. Match it to the table and decide whether this is a week you spend a rose on.
- On a 24-hour week, send early. A full day of troop load, gathering speed or longer allied help is worth a gift any Monday morning.
- On a two-hour week, send it when the job is ready. Queue the build or the research first, send the roses, then spend the speedups inside the two hours. For troop attack, send five to ten minutes before the fight.
- Send to an alliance member. The roses stay inside the alliance as their currency, and if the alliance share is real, it’s your side that gets it.
- Send the exact count, in one gift, in Yellow. Nine on a ten week is a wasted gift. Five and five is two wasted gifts.
- Hit the weekly Gift Level anyway. Ten roses sent in the week, of any colour and in any split, is 100 gift points and the 6 orange fragments. That’s a separate ladder from the lucky number.
- Hold a reserve. Ten to twenty Yellow Roses in the bag means the next 24-hour week never catches you short.
Lucky Rose rewards and what to spend them on
The buff is the reward, and its value is in the timing. A 24-hour gathering buff on a week when the alliance is stockpiling for Capital Clash, or a 24-hour troop load the week before a State Ruler Saturday, is the kind of thing nobody notices until it isn’t there. The two-hour buffs are a speedup multiplier for one planned job.
The Gift Level is the steady income beside it: 6 orange hero fragments and 3 purple EXP chests every week for ten roses sent, which go to whichever hero the tier list puts next to star.
Roses themselves come from the gift shop, event rewards and packs; the Yellow ones are the ones to hoard, since they’re the only colour the lucky number reads.
Mistakes that cost you in Lucky Rose
- Using last week’s number. It changes at the Monday reset, and the buff for the wrong count is nothing.
- Pink or red roses. Only Yellow counts.
- Splitting the gift. Five plus five on a ten week fires nothing. One gift, exact count.
- Checking the recipient’s buffs. The buff is on the sender. Look under your own.
- Sending a two-hour buff with nothing queued. Twenty percent of an empty queue is nothing. Queue first, send second.
- Sending twice. It fires once a week. The second gift is just roses.
Is Lucky Rose worth it for a free player?
Yes, on the right weeks, and the Gift Level is worth it every week. Ten roses a week for 6 orange fragments is one of the cheapest fragment incomes in the game, and it doesn’t care about the lucky number at all. The lucky buff is a bonus on top: free on the 24-hour weeks, and worth a rose on the two-hour weeks only when the job is ready to go.
The honest limit is the roses. A free account’s Yellow Roses are finite, so the discipline is to skip the two-hour weeks you can’t use and spend on the 24-hour ones every time.
Lucky Rose sits in the events schedule as the Monday buff beside the Alliance Duel, and the beginner’s progression guide covers what to build before any of this matters.