The Alliance Competition, usually called the VS event, is the main weekly alliance-vs-alliance event. Your alliance is matched against another alliance, often from another server, and both race through six themed days of tasks. Each day scores a different category of actions heavily, so the biggest gains come from holding items back and spending them on the day they’re worth the most, not from using them the moment you get them.

The Alliance Competition Details tab, showing the current stage, a countdown, the overall score, and the six stages with their win values: Radar Exploration 1, Base Construction 2, Tech Research 2, Hero Training 2, Full Military Preparation 2, and Enemy Assault 4. Alliance names, players, and scores are blurred.

How to enter

  • Your Town Hall must be level 10 or higher.
  • Your alliance needs at least 20 members and must be in the top 32 by power.
  • Once those are met, a VS button appears on the main screen. Tap it for the event menu, which has Theme, Details, and Raid tabs. The Raid tab is used on the last day only.

How the week is scored

Each day, the alliance with more points wins that day’s stage. Winning a stage adds its value to your alliance’s weekly score, and the last day is worth double:

DayIn-game stageStage win worthFocus
1 (Monday)Radar Exploration1Fighter parts, combat chips, wingman chests, stamina, Radar
2 (Tuesday)Base Construction2Construction speedups and power, UR Transport Trucks, UR Special Ops, survivors
3 (Wednesday)Tech Research2Research data, research power, Fighter Component Chests
4 (Thursday)Hero Training2Hero shards, hero recruitment, skill books, hero EXP
5 (Friday)Full Military Preparation2Training, Radar Missions, construction/research power, speedups
6 (Saturday)Enemy Assault4Destroying enemy troops and bases, the raid

Your own points also count separately:

  • Personal milestones unlock nine reward chests over the week.
  • Daily rank rewards go to the top players on both sides: rank 1 large, 2 very good, 3 good, 4–10 decent, 11–50 participation, and 51+ basic. Your personal points matter even if your alliance loses.
  • Winner and loser alliance chests are awarded at the end of the week based on alliance totals.

Task difficulty

DifficultyHow to treat it
EasyThe main source of points. Clear these first every day.
MediumNeeds preparation and stockpiled resources.
HardBonus goals, not the plan.
PaidRequires spending money. Skip these if you’re free-to-play.

The storage trick: why timing beats speed

Two systems let you bank progress on an off-day and cash it in later for points:

  • Radar Storage — Radar Missions only score points on Day 1, Day 3, and Day 5. You can complete a Radar Mission on any day, but if you don’t collect it, it sits in Radar Storage until you do. Complete missions as you get them, then collect the whole backlog on the next Radar day. Your storage cap scales with your Radar level, so there’s a limit to how much you can bank.
  • Build/Research completion — Finished building upgrades (and big research completions) can also be left uncollected. Don’t tap the green checkmark over a finished building — leave it sitting there and collect it on a day that scores construction/research power, so the same upgrade counts toward that day’s total instead of being wasted on an off-day.

The same logic applies to anything else that scores heavily on a specific day: Fighter Parts and Wingman Chests for Day 1, UR Transport Trucks and UR Special Ops missions for Day 2, Fighter Component Chests for Day 3, hero shards for Day 4. Opening or using them early doesn’t just miss the bonus — it’s the single biggest point difference between a strong week and a weak one.

Day 1 — Fighter / General Progress

Day 1 theme icon: a crosshair, representing Fighter / General Progress

A Radar day, plus fighter and stamina-related actions:

  • Complete and collect a Radar Mission.
  • Use Fighter Parts and Fighter Combat Chips.
  • Open Wingman Chests for their Advanced Wingman Components.
  • Burn Stamina and Hero EXP.
  • Gathering resources (Food/Metal/Oil) scores a small amount too, but gathering from Radar quests specifically does not count — only manual gathering does.

Send your gathering squads out the evening before so they return with resources after reset, targeting the highest-level tiles you can reach for the biggest haul. Save building/research/ training speedups, hero shards, Fighter Component Chests (especially Lv.4–7), UR Trucks, and UR Special Ops for their own scoring days rather than using them today.

Day 2 — Construction / Development

Day 2 theme icon: a hammer and house, representing Construction / Development

The day to dispatch UR Transport Trucks and complete UR Special Ops missions — on a UR Truck scoring day you specifically need to send out UR-tier trucks, not lower rarities. Recruiting survivors and collecting any building upgrades you left uncompleted (from the storage trick above) also score heavily here, on top of the usual build-speedup points.

Save Radar Missions, Fighter Parts, Fighter Combat Chips, Wingman Chests, Stamina, hero shards, and Fighter Component Chests for their own days instead of spending them today.

Day 3 — Research / Fighter Components

Day 3 theme icon: a microscope, representing Research / Fighter Components

One of the two biggest scoring days of the week. Radar Missions collect again today, but the real points come from research actions and Fighter Component Chests, which scale dramatically by chest level — a single Lv.7 chest can be worth more than a thousand times a Lv.1 chest. If you’ve been saving chests, this is the day to open them, starting with the highest tiers.

Save building speedups, training speedups, Stamina, hero shards, Fighter Parts, Wingman Chests, and UR Trucks/Special Ops for the days that reward them instead.

Day 4 — Hero Development / Preparation

Day 4 theme icon: a figure outline, representing Hero Development / Preparation

Points come from investing in heroes directly: using UR/SSR/SR hero shards, recruiting a hero, consuming hero EXP, and using Skill EXP Books. A UR hero shard is worth dramatically more than an SSR or SR shard, so if you’re holding shards across multiple rarities, using the UR ones is where most of the points are.

This is explicitly a save-up day for tomorrow: hold Radar Missions, Research Data, research speedups, Stamina, Wingman Chests, Fighter Parts, Fighter Component Chests, and building speedups for Day 5 rather than spending them now.

Day 5 — Full Military Preparation

Day 5 theme icon: a radar dish, representing Full Military Preparation

The last Radar day of the week, and the day to cash in everything you’ve been holding back: saved Radar Missions, saved building/research/training speedups, and any building or research completions you left uncollected. Because so much can be stacked into a single day, this is typically the highest single-day point total of the week if you’ve been saving correctly — treat completing and collecting every backlog you’re holding as the priority, not just doing new actions.

Training soldiers and training speedups also score today, but hold your training and healing speedups for Day 6 if you can: you’ll need them if you take part in the war that day, and Day 6’s stage win is worth 4 to today’s 2 points. If you can earn enough points in today’s other categories, save them.

Day 6 — Kill Day (Enemy Assault)

Day 6 theme icon: a red crosshair, representing Kill Day

No resource gathering scores any points today — it’s entirely about combat. Destroying enemy troops and bases (any target) scores, and so do healing and training speedups. Higher-tier soldiers are worth more per kill, and notably, losing troops also scores points, tier for tier, just at a slightly lower rate than eliminating them — so an aggressive trade is still a net gain in points even when it isn’t a clean win. There’s no reason to hold back combat or troop-healing speedups for a later day — today is what they’re for. The Raid tab opens today only.

VS Guide · Day 6

Kill Day Scoreboard

No resource gathering scores points today — every point comes from combat.

Flat-rate actions
Action Points
Purchase packs containing Diamonds (per 1 Diamond) +35
Dispatch UR Transport Truck ×1 +220,000
Complete 1 UR Special Ops mission +144,000
Speed up Healing by 1 min +137
1-min Training Speedup +137
1-min Research Speedup +137
1-min Build Speedup +137
Combat, by soldier tier
Tier Rally/specific-match kill Per soldier eliminated Per soldier lost
T1 +37 +7 +6
T2 +50 +10 +8
T3 +62 +12 +10
T4 +75 +15 +12
T5 +87 +17 +14
T6 +100 +20 +16
T7 +112 +22 +18
T8 +125 +25 +20
T9 +137 +27 +22
T10 +150 +30 +24

Kill Day strategy

  • Focus on attacking enemy players and rally targets.
  • Use your best squads and maximise troop count.
  • Use speedups to keep the pressure on and maintain momentum.
  • Coordinate with your alliance and hit together.
  • Protect your troops and reduce unnecessary losses.

What not to do today

  • Gathering resources — it gives no points today.
  • Completing normal tasks that don't score points.
  • Wasting speedups on non-combat activities.
  • Sitting idle instead of staying active and eliminating.

Every elimination and every loss counts — both add points, just at different rates. Values are community-reported and may vary by server or version.

Raid squads

Days 1–5 don’t need a special squad. The Day 6 raid calls for the highest-damage march that can still finish its fights.

Damage: Arnold, Dirk, and Celeste in front; Monroe and Leah behind. Monroe and Leah bring the damage, Celeste adds area damage, and the tanks keep the march alive.

Free-to-play: Zara and Toxina in front; Monroe, Nora, and Logan behind. If your UR depth is thin, keep Monroe and stack multi-target SSR heroes. All five are Warrior, so this lineup also gets the full squad bonus.

If the raid turns into garrison fights: Arnold and Bekka in front; Monroe, Leah, and Carter behind.

Extra points

  • Alliance Composition research: this research branch raises task points. Community charts list up to +150% at maximum. See Research.
  • Mission Readiness: a permanent sister event. Spend the same resources on the same day so they score in both events at once.
  • Incident events: random weekly events, such as Nora’s Hunting Day. Line them up with the matching day’s tasks instead of splitting resources.

Rewards

  • Nine personal point-milestone chests.
  • Daily top-rank chests and participation rewards for both alliances.
  • A winner or loser alliance chest at the end of the week, based on alliance totals.
  • Rewards include Scientific Data, speedups, resource chests, diamonds (up to 10,000), hero fragments, Fighter Parts, and gear materials.

General strategy

  • Max out your main squad’s heroes (level, stars, and skills) before spreading resources to a second squad — a fully invested main squad scores better across every hero-related day than several half-built ones.
  • A research-based Points Buff can boost most scoring actions by a large margin, and stacks with smaller action-specific bonuses — check your active bonuses in-game rather than assuming a multiplier is active.
  • Community reporting suggests roughly 7 million points is a reasonable daily target, since that’s around what it takes to open a full day’s reward chests — useful as a goal, not a hard requirement.