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Alliance War (informally known as AW) is a cooperative game mode available to Alliances, where players place defenders for the opposing alliance and use attackers to fight the opponent's defenders. It was first introduced in Update 7.0.

Description[]

Matchmaking Phase[]

Only Leaders and Officers of an alliance can enlist and manage an Alliance War Enlistment. They will have the option to choose between one, two, or three battlegroups to be included in that particular war, each containing a maximum of 10 players. Once enlisted, matchmaking is completed automatically as the game matches your alliance with an opponent of equal or similar strength, based mostly on the alliance's War Rating.

Placement Phase[]

Placement Phase lasts for 24 hours. Members who join an active battlegroup can place five defending Champions on any node on the board. Leaders and Officers can also move other Members' defending Champions

The Champions selected as defenders will be locked once Attack Phase starts, and cannot be used in other Quests (including Alliance Quest and Attack Phase) until the player completes the map.

Defender Diversity: Defender diversity points are awarded to alliances for bringing in unique Champions as defenders. You will be awarded 30 points for each unique Champion your alliance places as a defender. Defender diversity is specific to battlegroups, so you may include duplicate Champions while still earning points so long as they are in different battlegroups. Alliances can earn an additional 4,500 points per alliance war using a fully diverse roster. Champions of the same name but different tier count as one Champion, for example, a 5-star and 6-star rarity of the same Champion are not unique.

Attack Phase[]

Attack Phase also lasts for 24 hours. Members will take paths and attempt to clear all defenders on the map, and when Attack Phase ends, each defender remaining on the map will award the opponent's alliance with 250 bonus points.

Three Champions can be selected as attackers. These attackers, along with defenders, can be released once the player reaches the final tile on the map.

Energy: The maximum Alliance War Energy is 6. Each player starts the Quest with max Energy, and refills 1 Energy every 45 minutes. Each tile costs 1 Energy. Taking a path that another player has already explored will cost no energy.

Consumables: Only 15 total alliance consumables can be used per member per Alliance War.

Attack Bonus: Each node will begin with 240 bonus points available to the attacking team. Each time one of the attacking alliance's Champions is lost to that node, those bonus points go down by 80 points. In other words, if the defender defeats three or more opponents, then the Attack Bonus on that node is 0. Strategize with your alliance to reduce the number of deaths and maximize Attack Bonus.

Rewards[]

Skirmish Rewards[]

After completing an alliance war, members who participated in the war will receive an in-game mail message that includes the stats for all alliance members with their performance in that war, and Gold for each kill earned by an attacker or defender.

Season Rewards[]

A season is a 4-week-long event where alliances compete for season points by winning wars against other alliances of similar tiers. At the end of a particular war season, the alliances and their eligible members receive rewards based on their tier and total points for that season.

Requirements[]

To join an Alliance War, you must: 1. Be part of an alliance of five members or more. 2. Be at least level 17. 3. Join the alliance before enlistment begins. Note: If enlistment has already occurred, and the matchmaking phase is still active, an officer can un-enlist and re-enlist so new members may join the alliance war.

List of Seasons[]

# Season Started
1 King's Pawn Game February 7, 2018[1]
2 King's Gambit ??
3 Stalemate July 11, 2018[2]
4 Breakthrough
5 Checkmate
6 Tranquility
7 Anticipation
8 Enlistment
9 Tension
10 Uncharted Territory
11 Tactical Warfare
12 Battle Hardened
13 Machinations
14 Premonition
15 Fortifications
16 Perseverance
17 Implications
18 Stronghold
19 Grandmaster's Game
20 High Stakes
21 Elder's Ordinance
22 Countermeasures
23 Culmination
24 Unbound
25 Coup de Grace
26 Conquest
27 Counter Attack
28 Retribution
29 Riposte
30 Rampant
31 Restraint
32 Reckoning
33 Renewal
34 Reinforce
35 Reappear
36 Repair
37 Rebuild
38 Oversee
39 Overcome
40 Overwhelm
41 Reconnoiter
42 Skirmish

References[]

Navigation[]

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Marvel: Contest of Champions Terminology
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