Hits & Breaks
How hits work and what happens when someone breaks.
Once a war goes active, everyone in both clans is a fighter with 100 guard. People who join mid-war get added too.
Hits#
You hit someone by beating their score on one of the war's maps. If they have no score there, you still hit them for about a third of the damage. Only plays after the war started count. You can only hit each of their scores once.
Damage#
Hits on the same player keep getting stronger. If you are both the same skill:
| Damage | Guard left | |
|---|---|---|
| 1st hit | 35 | 65 |
| 2nd hit | 52.5 | 12.5 |
| 3rd hit | 78.75 | Broken |
Skill matters too. It uses the Overall skill level from your profile. Hitting someone at twice your level does double damage. Hitting someone at half your level does half.
Rulesets#
In Duels you get one opponent around your skill. You can only hit them. In Berserker one play can hit everyone on the other side at once. Broken players cannot be hit either way.
Breaks#
When someone's guard hits 0 they are broken. Their clan loses standing and yours gets it. It comes out of their side's stake. If their clan has no earned standing left, they lose nothing, but you still get the full amount.
Stronger players are worth more standing. Breaking the same player again is worth 75% of the last time.
A broken player gets 100 guard back once they set a new score on one of the war's maps.
What you get#
You get XP from a war in two ways.
- Right away: every break gives 250 XP, split between everyone who hit that player based on the damage you dealt.
- When the war ends: you get 1 XP for every point of damage you did, plus 50 for every break you helped with.
A player has 100 guard. A hit cannot count for more than what they had left. Breaking someone on your own works out to about 400 XP total.
Your clan gets 23 clan XP for every break. In Berserker, a side with fewer people gets less per hit, per break and in clan XP. They also have more people to hit. One player fighting a clan of 50 gets about 2 clan XP per break.