Overview

PvP is the most exhilarating part of the game: fast decisions, big hits, and real teamwork. Everyone can learn it and should. But it’s also the most dangerous, and approaching it the wrong way can be demoralising. 60% of offensive PvP troop losses are permanent.

Use the modular combat set (default to the Proficiency Variant) and core PvP skills, fight smart, pick your targets cautiously, and you’ll win more than you lose.


Prerequisites

Before going on the offensive with solo PvP deployments, there are some recommended requirements.

Player level 55: so you can fully spec into the necessary core skills.

Troops & research: have at least T4 bombers unlocked; complete Armoured Infantry Health II and Bomber Damage II under Army Training research; under Battle research, complete Troop Armour II.

Defence: familiarise yourself with defensive strategies so you can mitigate your enemy’s attempts to counter your wrath.


Chasers

There are two sets of chasers depending on whether you’re deploying a solo march or hosting a rally.

Solo PvP deployments: Chae Yeong + Death Jackal + Skullcrawler or Young Warbat.
Chae Yeong buffs bombers (your highest damage dealers) and vespas. Death Jackal boosts march capacity (more troops = stronger hits). Skullcrawler grants a deployment combat bonus (buffs the damage, armor, and health of all troops in the deployment) whereas Young Warbat only buffs the damage of bombers and vespas. Go with Skullcrawler for fewer losses or Warbat to deal more damage.

PvP rallies: Chae Yeong + Rockclaw Grub + Skullcrawler or Young Warbat.
Chae Yeong buffs bombers and vespas. Rockclaw Grub grants a rally combat bonus (buffs the damage, armor, and health of all troops in the rally). The third slot is flexible between Skullcrawler or Young Warbat based on what the rally host prefers and what’s available. Go with Skullcrawler for fewer losses or Warbat to deal more damage and reach your target faster.


Troop Composition

The solo composition: 100k armoured infantry + 50k vespas (if you have them) + the rest bombers. Always use a march capacity boost.

Why this works: 100k armoured infantry keeps you safe, soaking any return damage from surprise unbunkers and tanky targets. Vespas shield bombers from anti-air vehicles whilst hitting hard against armoured infantry and enemy bombers. Bombers provide the bulk of your damage output.

Tweak lightly: you can nudge the armoured infantry amount down to include more bombers for specific targets if they can be wiped before hitting back or lack the bombers for return firepower.

Vehicles and striker infantry are not worth using offensively.


Selecting Targets

Selecting suitable targets requires a certain intuition that can only be learned through practice and failure. The best way to learn your limit is to make an oopsie and exceed it. But there are some recommended guidelines to follow before risking a solo deployment.

Scout first: never solo hit blind. Check their stats and troop composition. If in doubt, find a weaker target or rally it.

Pick on someone your own size: if you only have T4 bombers, don’t attempt anyone with an outpost level of 25 or higher. If you have T5 bombers you can cautiously attempt players with higher-level outposts.

Green flags: don’t appear active, weak defensive stats in the scout report, lower outpost level than you, player level lower than 55.

Red flags: higher-tier troops than yours, large army size, obvious defence specs, reinforced, antiscout.

Think about: how much of their power comes from troops, how much their bunker can hold, how much their garrison can hold, what their hospital capacity is.

Too big to solo? If you’re hesitating, you likely need a rally. Don’t flip a coin with permanent losses on the line.


Rallies

Rallies are needed to deal with stronger enemies. If the enemy has more than 100k T5 armoured infantry and more bombers in their outpost than you can fit in a march, a rally is usually the better approach.

Who should host? the player with the best research available and highest rank chasers available.

When to rally: if the target looks too strong to solo or is reinforced.

What to send: follow the host’s composition request. Default to a bomber-heavy deployment with 50k armoured infantry unless told otherwise. The chasers you use for your rally join deployment do not matter.

Win to lose: it might seem counterintuitive, but if you catch a very tanky opponent slacking and AFK who would require several rallies to wipe their army, you might end up gifting them a free bubble before causing permanent losses. Play around this by losing on purpose. Send enough infantry to tank their return damage, but around 40% fewer bombers than they have in their outpost, depending on their stats compared to yours. Use our Combat Simulator to plan.


Coordination

As enemies grow in power and build larger armies, the offensive solo opportunities become increasingly rare. Deep intrinsic coordination between alliance members is essential to catching stronger, active players off guard and mitigating the risk of attack.

Group up: team up with alliance members who are active when you are and you synergize well with. Call on them when you find a target. Real experienced players who are familiar with one another’s playstyle will always be more efficient than alts.

Pre-plan: coordinate with your team before porting to your target. Decide who will host and which troops each player will contribute to the rally. Save your rally join march as a formation via your outpost HQ.

Quick rally: Port to your target, set the rally, and launch it ASAP once the whole team is in. Timed well, your target will have little time to react. If you're attempting to time rally returns, wait until the rally is less than 10 seconds before porting in.

Practice: Nailing this level of coordination is more an art than a science. Run practice quick rallies against safe targets to improve your execution and efficacy of your coordination over time. The more you do it, the better you become, and the more likely you are to catch your opponents by surprise.


Safety tips

When in doubt, don’t send it. If you’re unsure, regroup, rally, or pick a softer target.

Attack in small groups for coordination, quick rallies, reinforcements, and additional pairs of eyes to scan for threats.

Teleport every now and then in case the opposing alliance is attempting to form a rally against you.

If your target gets reinforced after deploying your march, recall it.

If your target has antiscout, send a small (a few hundred troops) march to check for reinforcements. If the march loses, assume they are reinforced and call for a rally. If it wins, they are empty and only have the bunker and hospital capacity to spring a trap.

Upgrade your Radar Tower for more detailed scout reports so you can make more informed decisions.

Use our Combat Simulator to test potential matchups and troop compositions.


TL;DR Cheat Sheet

Going in now? Equip the combat set (Proficiency Variant), spec PvP core skills, and scout first.

Solo attack? Use Chae Yeong + Death Jackal + Skullcrawler or Young Warbat.

What to send? 100k armoured infantrty + 50k Vespas (if you have them) + rest bombers.

Hosting a rally? Use Chae Yeong + Rockclaw Grub + Skullcrawler or Young Warbat.

Red flags? Abort or rally (remember: 60% perm losses on offence).

Unsure? Don’t attack.


You will lose a lot of armoured infantry through offensive PvP. You should know that will happen up front, and expect it. They are interchangeable. If you make an oopsie and lose too many of them or even some bombers, don’t be discouraged. Rebuild, learn from it, and come back stronger.


Last updated: March 6th, 2026