🚩 Rally (Combined Attack)
Guild members combine their armies to strike a single target; durations, energy, marching (fixed time to Hades, gathering for the Black Titan/Barbarians), cancelling a rally, troop limit, the captain's dice, targets, rewards and reports.
A rally is a joint battle in which guild members merge their armies into a single attack. Targets you could never break alone — strong player cities, dragon lairs, Ancient Fortresses, event bosses and finally Hades' Fortress — fall to rallies.
Starting a rally
- Select the target on the map and tap 🚩 Rally.
- Choose the joining window: 5, 15, 30 or 60 minutes.
- Pick your own army and commander hero. The player who starts the rally must send an army and a hero; empty rallies can't be opened.
Once the rally is open, guild members can send their own armies (each with its own hero) during the joining window. You join from the Guild ▸ Rally screen.
- Starting a rally requires the Start rally permission in the guild (on by default for regular members; leaders can turn it off).
- Hades rallies have a joining window of at least 5 minutes.
Cancelling a rally
The player who started the rally can cancel it from the Guild ▸ Rally screen before the battle begins. All joined armies march home without losses, taking as long as they have already marched, and the guild gets an info mail. Once the battle has started, it can't be cancelled.
Energy
| Target | Start | Join |
|---|---|---|
| Player city | No energy | No energy |
| Dragon Lair, Ancient Fortress, Hades' Fortress | 15 ⚡ | 10 ⚡ |
| 🌑 Black Titan | 15 ⚡ | 10 ⚡ |
| 🪓 Barbarian Invasion | 6 ⚡ | 4 ⚡ |
The cost is shown on the buttons; if you don't have enough energy, you can't start or join the rally.
Marching and battle time
In a rally every army marches to the target from its own city, so armies of distant members arrive later.
- When the joining window ends, the combined army's 1-minute march begins.
- Battle time: whichever is later — end of the joining window + 1 min or the arrival of the last army.
- So a distant army can't delay the battle forever: if an army's travel time exceeds the remaining joining time + 5 minutes, it can't join the rally.
- The same rule applies to the starter: if the travel time is longer than the chosen joining window + 5 minutes, the rally can't be started.
💡 Tip: Choose a longer joining window for distant targets. A 5-minute rally accepts at most ~10 minutes of travel.
Marching to Hades' Fortress doesn't depend on distance: every army arrives using the same formula, no matter where its city is. An army with siege units and no march bonuses at all arrives in 150 seconds; faster armies arrive sooner (based on the slowest unit's speed: infantry-heavy army ~75 s, cavalry ~47 s). March speed effects from technology, global bonuses, ads, VIP, the guild and commander skills shorten this time. That's why there's no distance limit when starting a Hades rally.
Black Titan and Barbarian Invasion: armies gather at the starter's city. These targets aren't at a point on the map; joining armies march to the city of the rally starter (the starter's own army is already there). When the joining window ends, the battle happens immediately — there's no 1-minute group march; a late army is still waited for. A rally that couldn't finish before the event ends can't be opened.
Example: You opened a 5-minute rally and your travel time is 7 minutes. The joining window ends at minute 5, the march completes at minute 6, but since your army arrives at minute 7, the battle happens at minute 7.
Troop limit
The total number of troops that can join a rally is limited:
Limit = (20,000 + War Host level × 5,000) × bonus multiplier
What raises the bonus multiplier (calculated for the player who starts the rally):
| Source | Effect |
|---|---|
| United Banner (city technology, army branch) | +5%/lv (up to lv 10) |
| Standard-Bearer (hero skill; the commander leading the rally) | +2%/lv |
| Global bonuses and VIP privileges | Extra percentage |
Example: War Host Lv4 → base 40,000. With United Banner Lv6 (+30%) and Standard-Bearer Lv5 (+10%), the limit is 40,000 × 1.4 = 56,000 troops.
How many rallies at once?
At the start, a guild can keep 1 rally open at a time. The Banner Council technology adds +1 per level, up to 20 simultaneous rallies. Each open rally appears as a separate card on the rally screen ("Open rallies n/max"); when joining, you pick which one.
Hero dice (captain rule)
In every battle, a bonus based on hero power is added to the armies' dice: power × 0.002, but at most +0.5 (the same cap in all battles).
In a rally, the power used for this bonus is whichever is higher: the rally captain's (starter's) hero power or the average power of the joining heroes. Hero powers are not added up — joining with many weak heroes doesn't inflate the dice; a strong captain carries the rally's dice.
Rally targets
| Target | Notes |
|---|---|
| Player city | If the starter's power is more than 2× the target's power, the rally can't be opened (this stops crushing weaker players) — the limit doesn't apply if your guild is at war with the target's guild. You can't rally members of your own guild or an allied guild; there are also no rallies for 24 hours between a player who just left or was kicked from a guild and their former guild. The battle follows city battle rules (outside the castle → walls → castle); if the target is the player's capital, reinforcement armies stationed there also fight outside the castle. On victory, 35% of the target city's resources are shared by contribution. |
| Dragon Lair | No deaths, only wounded. Egg chance and loot. |
| Ancient Fortress (Guild Fortress) | Can only be captured by rally; attackers can suffer deaths. |
| Hades' Fortress | The kingdom's final battle; all guilds compete. To start or join a rally you must have cleared all 10 stages of the Vanguard (Hades' Fortress). |
| 🌑 Black Titan | World event boss. No deaths, only wounded (they die if the hospital overflows). Damage dealt counts as event points. |
| 🪓 Barbarian Invasion | World event. The rally attacks the starter's own barbarian. |
See the Dragon Lairs, Guild Fortresses, Hades' Fortress and World Events pages for details.
Only archers in round 1 against bosses
The battle engine rule also applies to the Dragon Lair, the Black Titan and Hades' final layer: only archers strike in round 1. Each participant's round-1 damage is based on the archer share of their own army; since the boss has no archers, it doesn't strike back in round 1. An army with no archers at all deals about 12% less damage than a mixed army of the same power.
Black Titan rally
- The Titan is as heavily armored as a dragon lair (heavy units, especially dragons and paladins, are more effective) and the fight lasts 5 rounds.
- Each participant earns event points equal to the damage dealt and hero XP (damage ÷ 100). No resource loot or items drop — the rewards come from the event.
- The Titan heals while it isn't attacked (back to full HP in 24 hours), so hitting it back-to-back as a guild matters.
- Every member who joined the rally that kills the Titan also gets a final blow reward (gold sack, healing speedup, energy, gems; grows with the Titan's level).
Barbarian Invasion rally
- In the Barbarian Invasion every player has their own barbarian. The rally attacks the starter's barbarian.
- On victory only the starter's barbarian goes up a level; on defeat the starter's barbarian drops a level (minimum Lv1).
- Each participant gets points, resource loot, item chances and hero XP by their share of army power.
- Attackers suffer no deaths; losses are wounded (they die if the hospital overflows).
💡 Tip: At levels where you can't beat your barbarian alone, ask your guild for a rally — it's your barbarian that climbs, and the participants earn points and loot.
Return
When the battle ends, each army returns to its own city with its own travel time. The wounded go to the hospital and the loot to your city. Rally returns are saved permanently; your army won't be lost even if you close the game.
Reports
- Every participant gets a detailed battle report showing the whole rally army, the participating players and the damage each of them dealt (Mail ▸ Battle).
- Guild members who didn't join the rally also get the guild's shared report, so everyone sees the result.
- For boss targets (lair, Hades layer), if the target wasn't destroyed, the report shows "DAMAGE DEALT" — this is not a defeat.
Rewards from boss targets
In Dragon Lair, Ancient Fortress and Hades rallies, each participant:
- Earns hero XP based on damage dealt: damage ÷ 100 (e.g. 137,100 damage → 1,371 XP).
- Gets resource loot based on damage dealt (split evenly across 5 resources, limited by the army's carry capacity).
- Has a 25% chance of a Rare item if they dealt damage (50% and better items at Hades).
- 8% of the loot additionally goes to the guild treasury as an extra.
Hero XP in city rallies
In city rallies, each participant's hero earns XP with the same formula as a solo PvP attack: enemy units killed × 0.4 (×1.5 on victory), multiplied by your share of army power. So joining a rally with a large army gives your hero more XP.
