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War Season[]

Royal_Revolt_2_-_Tutorial_Alliance_Wars

Royal Revolt 2 - Tutorial Alliance Wars

A video tutorial on alliance wars

Alliance Wars let alliances compete against each other during a five-day War Season.

Unlike Leagues, a War Season starts at the same time for all players globally. All alliances with at least 8 members at the beginning of a season join it automatically. Every alliance is then grouped with five other alliances based on their War Score. Starting from 2 days before an Alliance War begins, a banner appears on the top border of the player's screen which gives access to the war tiers and other sections.

The War Map[]

WarMap

The war map

The war map provides an overview of the current state of the War Season. It shows 18 hexagons, called fiefdoms which will be contested during the period of war by 6 Alliances. At the beginning of a War Season, each alliance starts with 3 fiefdoms. From there, neighboring fiefdoms can be attacked.

Each alliance can attack only one fiefdom per time but can be attacked by several other alliances at the same time until the number of fiefdoms it owns. A fiefdom already under attack can't be attacked by another alliance.

Only alliance Leaders and Generals can declare an alliance war. For other members, the war map is merely an overview. Towards the end of a season (with 23h and 30min left), starting a new war is no longer possible.

Alliance War[]

WarStandings

Standings of a single war

An Alliance War happens when one alliance attacks another alliance's fiefdom. Both alliances can then fight each other for 23h and 30min to conquer or defend that fiefdom. At the end of the war, the winning alliance takes control of the fiefdom depending on the number of WarSkull Skulls gained.

The alliance with the higher skulls earned will take that fiefdom.

Unlike regular battles, the gold which you can get from them is higher than usual but it drops dramatically after some battles. Since the Gold is only generated by the game, no gold is stolen from the player's Treasure Chamber.

Season Standings[]

WarSeasonStandings

War Standings during a War Season

At the end of a season, winners are chosen based on the number of fiefdoms on the war map. If two alliances have the same number of fiefdoms, their total numbers of Skulls are used as a tie-breaker.

An alliance can be eliminated from a War Season sooner if it loses all of its fiefdoms and isn't currently attacking another alliance. Players from an eliminated alliance can still observe developments on the war map, but cannot otherwise participate.

Skulls[]

Skulls are used to determine the winner of an alliance war. They are counted separately for each war, even if two alliances fight each other on different fronts. The total number of skulls earned during a War Season is also counted and used as a tie-breaker. It can be seen by accessing the standings on the war map.

Skull Formula[]

The following formula is used to calculate the final skulls won for every war battle completed.

SkullFormula
Base Skulls Items Skulls Alliance Skulls CoF Skulls
350 + 7 * HeroLevel Base Skulls * (1 + Items Skulls) Skulls Won + Alliance Skulls Skulls Won + (101 - Enemy Player's Ranking)
350 + 7 * 95 = 1,015 * (1 + 42%) = 1,441 + 2% = 1,470 + (101 - 1) =
1,015 Skulls 1,441 Skulls 1,470 Skulls 1,570 Skulls

IconTipBase Skulls is capped at 1,015 skulls which correspond to Hero Level 95. From this point, players with a higher Hero Level will not provide more skulls.

If someone attacks you from an alliance you're fighting with, the attack history will show you the enemy player's attack with a red color background. The skulls shown in the attack history are only the Base Skulls + Item Skulls. It's not included the Alliance Skull Bonus and the CoF Skulls.

AttackHistoryWar

Top three attacks[]

Only the top three attacks (the ones which give you the most skulls) are counted 100% towards the total skulls collected. The other remaining attacks worth only the Alliance Skull Bonus (usually 2,00%) of the total you can earn from an opponent.

Since you can attack the same player maximum 3 times, if this player shows you 1.400 skulls:

  • In the 1st attack you'd get 1.400 skulls + the 2,00% Alliance Skull Bonus which is 28 skulls;
  • In the 2nd attack you'd only get 28 skulls;
  • In the 3rd attack you'd only get 28 skulls.

For a total of 1.484 skulls. Situation repeats for the other 2 opponents. Your total score would be 4.452 for the first top 3 attacks.

IconTipOf several attacks against the same opponent, only the best one is counted towards the top 3 attacks.

In case of problems, follow this simple guideline:

Battles:
CostAttackRed Available attacks: 4 CostAttackNeutral Available attacks: 5 CostAttackGreen Available attacks: 6
2 + 1 + 1 attacks 2 + 2 + 1 attacks 3 + 2 + 1 attacks
CostChampionDefault
Champions:
(+3 battles)
3 + 3 + 1 attacks 3 + 3 + 2 attacks 3 + 3 + 3 attacks

The suggestion of doing the attack examples showed in the table above shouldn't be taken into consideration for those high alliances where skull bonus matters the most. In that case, if a player wants to get the max out of his skull bonus, there are 2 simple rules to follow:

  • Always attack the first opponent after the 8th shielded player;
  • Always attack the not-shielded opponent with the highest trophies to get the max out of skulls from CoF.

In this way, he can always get 92 skulls in the Chamber of Fortune instead of fewer by attacking some lower-level guys. It can come out that after an attack the same guy remains with the same amount of trophies, a player should go for him again to get again the max out of the CoF.

On a side note, the max possible skulls a player and an alliance can get with these conditions are reported below in the table:

  • ONLY the first 45 members are counted towards the result;
  • 42,00% Item Skull Bonus;
  • 2,00% Alliance Skull Bonus;
  • 92 Skulls found in CoF for each battle;
  • All 8 Champions active (14,00% Skull Bonus);
  • Opponent alliance has all 8 Shields active;
Battles Max 4 Battles Max 5 Battles Max 6 Battles
Player WarSkull 4,807 WarSkull 4,928 WarSkull 5,049
Champion WarSkull 6,380 WarSkull 6,674 WarSkull 6,968
Total Alliance Skulls
Alliance WarSkull 228,899 WarSkull 235,728 WarSkull 242,557

War Tiers[]

WarTier

War Tiers work much like the tiers in Conquest. The top 20% of Alliances, those with the highest War Score, rise to the next tier. The bottom 20%, those with the lowest, are moved down. All Rewards gradually become better the higher your Alliance rises through the tiers. Additionally, all features formerly tied to Fiefdoms are now tied to the War Tier an Alliance is in (see below).

War Tiers[]

Tiers
Top Rewards War Conditions War Boosts Max Boosts
1 War Tier 1 - Frantic Footsoldiers Royal Brew 300 ChestPearl 2 IconWarConditions Varies IconWarBoost Varies 3
2 War Tier 2 - Fierce Footsoldiers Royal Brew 300 ChestPearl 3 IconWarConditions Varies IconWarBoost Varies 3
3 War Tier 3 - Swift Sellswords Royal Brew 300 ChestPearl 4 IconWarConditions Varies IconWarBoost Varies 3
4 War Tier 4 - Savage Sellswords Royal Brew 300 ChestPearl 4 IconWarConditions Varies IconWarBoost Varies 3
5 War Tier 5 - Mad Militia Royal Brew 325 ChestPearl 5 IconWarConditions Varies IconWarBoost Varies 3
6 War Tier 6 - Merciless Militia Royal Brew 350 ChestPearl 5 IconWarConditions Varies IconWarBoost Varies 3
7 War Tier 7 - Chivalrous Champions Royal Brew 400 ChestPearl 6 IconWarConditions Varies IconWarBoost Varies 4
8 War Tier 8 - Chosen Champions Royal Brew 500 ChestPearl 6 IconWarConditions Varies IconWarBoost Varies 4
9 War Tier 9 - Warlords Royal Brew 600 ChestPearl 7 IconWarConditions Varies IconWarBoost Varies 5

War Conditions[]

In the table below are listed all possible War Conditions that may appear for a War Season.

Good Conditions Bad Conditions
CostChampionGreen Champion Cost: 50% CostChampionRed Champion Cost: 150%
Gold Cost to activate a Champion is halved. Gold Cost to activate a Champion is doubled.
CostShieldGreen Shield Cost: 50% CostShieldRed Shield Cost: 150%
Gold Cost to activate a Shield is halved. Gold Cost to activate a Shield is doubled.
CostAttackGreen Available attacks: 7 or 8 CostAttackRed Available attacks: 4 or 5
You'll fight 1/2 more battles. You'll fight 1/2 fewer battles.
CostFoodGreen Food cost of War-battles: 50% CostFoodRed Food cost of War-battles: 150%
Food cost to fight a war battle is halved. Food cost to fight a war battle is doubled.
CostSkullGreen Skull Bonus: 5%
The Alliance Skull Bonus is increased with this War Condition.
CostXPGreen XP-gain in War-battles: 200% or 300%
Fighting War Battles give you more XP.
CostMagicChestGreen Win many more Magic Chests during the War.
Some Magic Chests are replaced with better ones and easier to obtain.

War Score[]

WarScore

War Score determines how an Alliance places within their War Tier.

At the end of a War Season, the Alliance’s final Rank & the final amount of Fiefdoms are used to calculate the War Score.

Alliances always start each Alliance War with 0 War Score. The final War Score determined at the end of a War Season is used to decide which Alliances move up & down in tiers.

If a draw in War Score occurs between several Alliances that would rise or fall in their War Tier, the total amount of Skulls each Alliance won on their War Map is used as a tiebreaker.

Calculating War Score[]

Calculating War Score is straightforward. The final amount of Fiefdoms of an Alliance in a war is multiplied with a value depending on the final Rank of the Alliance:

War Season Rank Fiefdom Multiplier
1st 30
2nd 25
3rd 20
4th 15
5th 5
6th 1

Examples

  • Alliance A finishes the War Season with Rank 1 and 5 fiefdoms. Alliance A gets a War Score of 150 (5 Fiefdoms * 30)
  • Alliance B finishes with rank 3 and 3 fiefdoms. Alliance B gets 60 War Score (3 Fiefdoms * 20).

Matchmaking[]

Matchmaking works much like in Conquest. Alliances are only matched in the same War Tier, and of equal strength.

An exception occurs when there aren’t enough Alliances to fill up each War Map – in this case, an Alliance is moved up from a lower tier (and will also be able to benefit from the rewards of the higher Tier).

Switching Alliances during a War Season[]

Players switching Alliances or joining an Alliance during a War Season will not be able to earn Skulls during that War Season anymore at all. They can participate again in the next War Season. This change was made to encourage players to stick with their Alliance and to discourage exploitative behavior.

Shields & Champions[]

Main article: War Shields & War Champions LittleShield LittleChampion

Extra attacks for Champions[]

Champions get +3 extra attacks (it was +10 prior to 6.2.0 update). The skull bonus champions receive stays the same. This change was made to reduce the excessive amount of attacks players have to make throughout a War Season.

Loser Bonus[]

Loser Bonus is a flat value that is added for an Alliance whenever they lose a war. The size of the Loser Bonus is based on the War Tier the Alliance is in.

War Tier Loser Bonus
1 WarSkull 0.50%
2 WarSkull 0.50%
3 WarSkull 0.40%
4 WarSkull 0.40%
5 WarSkull 0.35%
6 WarSkull 0.35%
7 WarSkull 0.25%
8 WarSkull 0.25%
9 WarSkull 0%

Example: An Alliance is in War Tier 3, which has a 0.40% Loser Bonus (subject to change). Whenever this Alliance loses a War, +0.40% is added to their base 2% Skull Bonus. If an Alliance lost 2 times, their Skull Bonus will, therefore, be 2.80%.

Fiefdoms[]

Fiefdoms are only used on the War Map to determine each Alliance’s rank and how much War Score is awarded in the end. The following features are tied to the War Tier of an Alliance:

  • Tax Bonus
  • War Boost Levels
  • Unlocking new Alliance Sigils

Rewards[]

WarTierRewards

Finishing a War Season on a high-rank grants additional Chests containing Pearls for all Alliance members. The amount of chests scales up with the War Tier.

War Boosts[]

WarBoostsLocation

War Boost Pool[]

  • The pool of available War Boosts rotates with each War Season and includes a large variety of Boosts, including former Special Boosts.
  • You can preview the War Boosts for the upcoming War Seasons in the War Tier Screen.
  • Pools consist of roughly 6-12 hand-picked boosts that you can choose from.
  • The type and level of the War Boost in a pool are determined by an Alliance’s War Tier.
  • Higher Tiers have access to higher-level Boosts and greater Boost variety.

Activating War Boosts[]

War Boosts can be activated with the Royal Brew Royal Brew currency. They can be activated as soon as a War Season is over until the next War Season ends when new Boosts become available for purchase.

It is possible to wait with activating the War Boosts – there is no need to immediately activate them, but keep in mind that they can never be carried over to after the next War Season.

Only a certain amount of War Boosts can be activated at the same time. This limit increases over the War Tiers.

If a War Boost expires, it cannot be reactivated until it appears again in a pool.

Prolonging War Boosts[]

  • Only the initial War Boost activation costs Royal Brew – prolonging War Boosts still costs Alliance Gold.
  • War Boosts can be prolonged until the end of the next War Season when a new pool of War Boosts becomes available for purchase.

War Chests[]

War Chests are rewards that are given to the player when he gains skulls in a War Season. The skulls for those rewards are all the skulls from all wars, attacking and defending, together. The more skulls he gains, the more magic chests he will unlock, and the better the rewards will become.

Skulls are all accumulated during the War Season for each battle you do and even if you leave an alliance and enter again the skulls did previously in the other alliance, will remain unaffected.

You can get gold, food, vouchers, pearls, gems, pal treats, and Hero items from the magic chests. All rewards are ranked the same as the equipment for your hero: Normal, uncommon, rare, epic, and legendary. The better it's ranked, the more you get of it (or, if it's equipment that will just be its rank).

War Chests earned have a lifetime of 14 days.

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