WEEK 1 · Season II live · 48-day season DAY 3 +12h Level 1 cities open — expand sideways
Last War: Survival · Field Guide

Season IIPolar World

Season II is a cold-economy war. Your alliance is scored on the total Rare Soil it accumulates across the whole season — every hour you hold a city or a Digging Stronghold adds to that total, and it keeps counting even if you lose the territory later. That one rule changes every decision you make. Capture early, capture often, and defend what produces.

Virgo Vixen · Server 2132
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48 daysSeason length
-15°COuter band start temperature
-80°CCapitol, map centre
40°CMaximum buff temperature
6 + 4Cities and Digging Strongholds one alliance can hold

The one rule that changes everything

Your alliance is scored on the total Rare Soil it accumulates across the whole season — not on what it holds at the end. Every hour a city or Digging Stronghold produces for you is banked permanently, even if you lose that territory later. Capture early. The alliance that takes two Level 1 cities on Day 3 is already ahead of the one waiting for something better.

Fast answers

Four situations you will hit first

My base is freezing

Below -20°C a five-minute countdown starts. When it ends your base freezes: no advanced relocation, no rallies. Alliance and random teleport still work.

I'm doing no damage to a monster

Read the red line on the monster's card. It shows your Virus Resistance against the requirement, and the exact penalty.

We're capturing a Digging Stronghold

Kill the guardian beast, then reinforce. First alliance to 100% within four hours wins it.

A cold wave is coming

A cold wave is income, not just a threat. A Level 1 Blizzard drops the whole server by -10°C.

The 48 days

What unlocks, and what to do about it
WeekDaysWhat unlocksPriority
Week 1Days 1–7High-heat Furnace. Titanium Alloy Factory 1. Alliance Furnace built. Murphy's exclusive weapon Day 4. Level 1 cities Day 3 +12h, Level 2 Day 6 +12h.Build the furnace. Take your first Level 1 Digging Stronghold. Expand sideways on Day 3.
Week 2Days 8–14Level 3 cities Day 3 +12h, Level 4 Day 6 +12h. Polar Dishes event. Digging Stronghold Clash runs through Day 13.Factory 2 to Level 15. Feed Snowflake correctly. Claim every cold wave.
Week 3Days 15–21Level 5 cities Day 3 +12h, Level 6 Day 6 +12h. Violet UR opens Day 1 (35-day window). Carlie's exclusive weapon Day 4. Faction Awards — Rebels or Gendarmerie.Get Violet to 5★ and your High-heat Furnace to 30. Position the Alliance Furnace for Week 4.
Week 4Days 22–28Rare Soil War begins Day 1. Military Bases unlock at High-heat Furnace 30. Capitol (Level 7) opens Day 7 +12h.Rounds 1–2. Defend the furnace. Do not group around it.
Weeks 5–8Days 29–48Rare Soil War continues twice weekly — 8 rounds total. Nuclear Furnace reactivation in Week 5. Swift's exclusive weapon Week 6 Day 4. Territories lock at the start of Week 8.Hold the highest-level holdings you can defend. Rare Soil keeps accruing every hour.

What changed from Season 1

ElementSeason 1Season II
Season scoreBattle score from cities and fortressesTotal Rare Soil accumulated across the season
Gate statVirus Resistance (Season 1)Virus Resistance again — raised by the High-heat Furnace
New mechanicInfection spreadTemperature — an active daily layer
Season buildingsVirus Laboratory, Gene FarmHigh-heat Furnace, Titanium Alloy Factory, Military Bases
Season resourcesMutation Crystals, ProteinCoal, Titanium Alloy, Rare Soil
UR heroMasonViolet
Profession capLevel 40Level 70 — and a third profession, Diplomat, appears locked
Cross-server warOutpost raidsRare Soil War — faction vs faction, furnace vs furnace
01

Temperature

Keep your base alive and your buffs running

Temperature is the layer underneath everything else this season. It decides your production, your healing, your morale, and whether you can rally at all. Heat sources add together — read your Location tab and the arithmetic is right there.

40°CMaximum buffs
50°CBase catches fire
-20°CFreeze countdown starts
-270°CAbsolute floor

The buff ladder

[V] Read directly from the in-game Base panel.
Base tempResource outputThermal WeaponHealing speedMorale
50°C+100%+500+30%+5%
40°C+100%+500+30%+5%
30°C+75%+400+20%+4%
20°C+50%+300+10%+3%
10°C+25%+200+0%0
0°C+0%+0+0%0
-4°C-2%+0+0%0
-10°C-5%+0+0%0

Forty and fifty are identical. Buffs stop climbing at 40°C. Anything above that is wasted coal, and at 50°C or above your base enters Burning State and loses durability. Target 40°C and hold it.

Heat sources

[V] All values confirmed on Server 2132. Sources add linearly.
SourceEffectNotes
Thaw Area Lv.1-15.0°CThe outer band. It gets colder toward the Capitol, warmer toward the map edges.
High-heat FurnaceScales with level — Lv.2 reads +6.0°COverdrive burns 4× the coal per minute. Turn it off after a cold wave.
Alliance Furnace+3°C at Lv.1, up to +12.5°C at Lv.20Overdrive doubles it. Only heats bases inside its radius.
Tower of VictoryLv.1 +3°C · Lv.2 +4°C · Lv.3+ +5°CStop at Level 3 for heat. Higher levels add combat stats only.
Recon Plane from an ally+2°C per planeCosts the sender 100 Coal. Decays quickly — use it as a rescue or a pre-fight boost.
Captured cityRaises the territory to -10°CCapturing a Digging Stronghold gives no temperature change.
Intense Overdrive (Lv.40 season skill)+2°C per rank, 3 ranksBoosts your furnace's Overdrive output.
Nuclear Furnace (Week 5)+10°C across the whole mapReactivated through the Week 5 event.
Firebomb (Lv.25 season skill)+10°C in a 9×9 area for 5 minutesUsed to thaw ground for Supply Collection.

Worked example from a live base: Thaw Area Lv.1 at -15.0, plus High-heat Furnace Lv.2 at +6.0, plus Tower of Victory Lv.3 at +5.0, gives a final -4.0°C.

Freezing

[V]

Burning

[V]

Cold waves

[V]

Traps

Raising to 100°C before a siegeThere is no buff above 40°C and no separate siege tier. You burn your own base for nothing. Hold 40°C.
Leaving Overdrive runningFour times the coal per minute. Turn it off the moment the cold wave ends.
Ignoring the cold sideAt -4°C you are already down 2% resource output. At -10°C it is 5%. Cold costs you every hour you tolerate it.
02

Coal & Titanium

How to earn it, and where it goes first

Coal fuels your furnace and builds your factories. Titanium Alloy upgrades your furnace, which is what raises Virus Resistance. Everything in Season II runs through this loop: Coal buys factories, factories make Titanium, Titanium raises the furnace, the furnace unlocks the content that pays more Coal.

50Alliance Furnace donations per day
1,000Coal per donation
10,000Contribution per donation
+720/hTitanium per factory level

Where Coal comes from

[V] and [G]

First kills are the engine

[V] This is the most valuable mechanic in the early season.

The radar search panel shows a First time leading to kill reward at every level. A Level 1 Doom Elite alone pays 50 gems, 2 gold badges, 5,000 Titanium Alloy and 30,000 Coal. The reward goes to whoever LEADS the rally.

The Alliance Furnace

[V] and [G]
RuleValue
Donations per member per day50
Cost per donation1,000 Coal
Contribution per donation10,000
Heat at Level 1+3°C, +6°C in Overdrive
Heat at Level 20+12.5°C, +25°C in Overdrive
LevellingRises automatically from the Rare Soil your alliance accumulates
PlacementR4/R5 place the build spot on Level 1 land, then members repair it like an outpost
RelocationR4/R5 only, expensive, and the new spot must be fully built before it can move again

Fifty donations a day, not five. Five is only the daily-quest minimum. Uptime is also tied to alliance season goals, so keep it burning.

Titanium Alloy Factories

[V] and [G]

Cut your costs before you spend

[G]

Traps

Donating five times and stoppingYou are leaving 45 donations and 450,000 contribution on the table every day.
Upgrading one factory far aheadEvery level is worth the same +720/h. Upgrading your highest factory costs more for identical output.
Hoarding Coal into Week 8Coal left inside the Alliance Furnace at season end is lost. Contribution points are not.
Killing a Doom Walker before the season opensFirst kills only pay season resources once Season II is live. Wait for the start.
03

Digging Strongholds

Capture sequence, beast types, resistance gates

Digging Strongholds are your Coal engine and half your Rare Soil. Your alliance's first territory must be a Level 1 Digging Stronghold — everything else expands outward from it, and territories connect at their corners as well as their edges.

4Maximum you can hold
2Captures per day
36hProtection after capture
4hCapture window

Virus Resistance gates

[V] Level 1 verified on Server 2132 — a Lv.1 stronghold is guarded by a Lv.10 beast requiring 3,500.
Stronghold levelVirus Resistance requiredSuggested power
Level 13,50011.8M
Level 26,00014.3M
Level 38,00017.9M
Level 49,50023.0M
Level 510,00025.9M
Level 610,50028.8M

Under the requirement you deal up to 99.9% less damage. The monster's card shows your number against the requirement in red — teach every member to read it before they march. Resistance beats power: a well-resisted 25M squad beats an under-resisted 30M squad.

Know your beast

[G] Pick your alliance's starting position around this.
BeastIts typeWeak to
GorillaAircraftMissile Vehicle
BearMissileTank
MammothTankAircraft

An alliance built on Tank squads should aim its first capture at a Bear.

Capture sequence

[G]

Rewards and participation

[V] and [G]

Digging Stronghold Clash

[V] 13-day event running from Day 1.

Traps

Capturing then abandoning to 'reset'Protection runs 36 hours from capture and abandoning takes an hour. If you abandon while it's still protected, nobody — including you — can retake it until protection expires.
Rushing a level your resistance can't handle99.9% less damage. You will feed the beast your troops and capture nothing.
Letting one person hold all the reinforcement slotsRotate. Two seconds each earns everybody the participation reward.
04

Cities

Unlock calendar, heating, and Rare Soil production

Cities are the bigger half of your Rare Soil income and the only thing that warms the ground around them. They unlock on a fixed schedule through the City Clash event — you cannot take a level before it opens, no matter how strong you are.

6Maximum cities held
2War declarations per day
1,000/hRare Soil from a Level 6
-10°CCaptured city territory

Unlock calendar

[G] Confirmed live by the City Clash countdown on Day 1.
City levelOpens
Level 1Week 1, Day 3 +12 hours
Level 2Week 1, Day 6 +12 hours
Level 3Week 2, Day 3 +12 hours
Level 4Week 2, Day 6 +12 hours
Level 5Week 3, Day 3 +12 hours
Level 6Week 3, Day 6 +12 hours
Level 7 — the CapitolWeek 4, Day 7 +12 hours

Watch the City Clash countdown rather than a clock time. The four Level 6 cities sit north, east, south and west of the Capitol. The Capitol itself does not count against your six.

Rare Soil production

[G]
City levelRare Soil per hour
Level 1350
Level 2400
Level 3450
Level 4800
Level 5900
Level 61,000

Compare that to a Digging Stronghold's 100–150/h and the priority is obvious. Cities carry your season score; strongholds carry your Coal.

Capture rules

[G]

The Day 3 call

[G] The single most important early decision.

When Level 1 cities open on Day 3, do not push deeper for a higher-level stronghold. Expand sideways. From a well-placed start you should finish Day 3 holding three Level 1 Digging Strongholds and two Level 1 cities. Cities give you Rare Soil income and warm the ground; the extra strongholds give you Coal and a buffer. You are building the infrastructure that lets you hold a Level 3 later, instead of taking one you cannot defend now.

Traps

Chasing a high-level city before your resistance is readyToxin losses are real and a portion of your units die outright regardless of the battle result.
Abandoning a city to repositionRoughly five days before you can declare on it again. That is a week of lost production.
05

Profession Hall

Engineer first, when to switch, and the seasonal column

Start Season II as Engineer. Every season building you need is expensive and Engineer makes them cheaper and faster. Switch to War Leader when the building phase is done and the war phase starts — around Week 3 or 4. The season level cap is 70.

70Season level cap
Lv.20Double Exchange
Lv.25Firebomb
Lv.40Intense Overdrive

Three professions

[V] The Profession Hall shows three.

The seasonal column

[V] Level gates read directly from the tree on Server 2132. These differ from every public calculator.
LevelSkillWhat it does
Lv.1Combat ExperienceMore profession EXP from world-map monster kills
—Building InspirationMore profession EXP from upgrading season buildings
~Lv.15Winter WonderlandCosmetic base skin — you must take it to reach the rest of the chain
Lv.20Double Exchange25,000 Coal converts to 50,000 Titanium Alloy
Lv.25Firebomb+10°C in a 9×9 area for 5 minutes. Thaws ground for Supply Collection
Lv.30Professional InsightsAn instant chunk of your current level's EXP
Lv.40Intense Overdrive+2°C per rank to your furnace's Overdrive, 3 ranks
Lv.45+Gather for Warmth, Frostbomb, Frost MineWarm allies more efficiently; drop cold zones on enemies

The seasonal column is a single linear chain — you cannot skip a skill to reach the one above it, including the cosmetic one. Every point in it refunds at season end, so spend freely down the chain. Prioritise the EXP skills first: they compound into everything else.

Permanent tree priorities

[V] and [G]

Charge Banner

[V] Read live from Status Overview.

A banner boosts the Attack of friendly troops within its range by 2%, and it stacks up to five times. Five members dropping banners together is +10% attack for everyone inside the range — not one person's +2%. Coordinate it before a siege or a Rare Soil War push. Most alliances never stack it.

When to switch to War Leader

[G]

Traps

Running War Leader from Day 1No economic backbone. You burn out by Week 4 with nothing built.
Skipping the seasonal column because one skill is cosmeticIt is a linear chain. Winter Wonderland is the toll you pay to reach Double Exchange and Firebomb.
Dropping one Charge Banner and calling it doneIt stacks five times. One banner is a fifth of the available buff.
06

Heroes & Weapons

Violet, the exclusive weapon schedule, squad counters

The squad counter triangle is unchanged: Tank beats Missile, Missile beats Air, Air beats Tank. What changes in Season II is Violet's promotion to UR and three exclusive weapons arriving on a fixed schedule.

W1 D4Murphy's weapon
W3 D4Carlie's weapon
W6 D4Swift's weapon
-5%Violet's monster damage reduction

Violet — read this before you spend

[V] and [G] Both the gains and the costs.

This is a reset with a partial refund, not a free upgrade. Plan the shard cost before you start, not after.

Exclusive weapons

[G]
HeroBattle pass opensNotes
MurphyWeek 1, Day 4 — 7 daysFirst of the season
CarlieWeek 3, Day 4 — 7 daysBest defender in the game
SwiftWeek 6, Day 4 — 7 daysBackline hunter. Widely rated the strongest of the three
Kimberly, DVA, TeslaAlready availableShards come from S2 Weapons of Legends using New Era Recruitment Tickets

Each battle pass gives 70 named shards. Activation needs 50 named shards and the hero at 5★. Universal Exclusive Weapon Shards can only LEVEL a weapon after activation — they cannot activate one. Weapons go to Level 30 and raise that hero's skill cap to 40.

Squad counters

[G] Unchanged from Season 1, but resistance now overrides the advantage.

Season Boost

[V] From the Season Boost panel.

The Eternal Frost Castle's -3°C on a successful attack is a weapon nobody talks about. Chained attacks can push a defender toward the -20°C freeze line.

Traps

Spending skill medals on purple heroesUnrecoverable, with one exception — Violet, and only because promotion refunds them.
Saving Universal shards to activate a weaponThey cannot activate. You need the hero's named shards.
Spreading gear across squad typesTwo half-geared squads lose to one fully-geared squad every time.
07

Rare Soil War

Factions, stages, the Warlord Missile, defence

From Week 4 the Alliance Furnace stops being a heater and becomes a target. Rare Soil War is faction against faction, twice a week, eight rounds, and it is the only way Rare Soil changes hands. Attackers who win plunder up to 20% of a defender's stock — 30% after the Week 6 Showdown.

Week 4War begins
8Total rounds
12:30War start, server time
100Squads the furnace holds

Factions

[G] Week 3.

The weekly cycle

[G] Two rounds per week.
StageWhenWhat happens
WaitingMonday / Thursday, 24hRare Soil ranking groups are recorded and visible
DeclarationTuesday / Friday, 24hAttacking faction's R4+ declare. Same ranking group only. Up to three alliances per target. Target can be changed until the stage ends
InvitationWednesday / Saturday, 12hIf multiple alliances declared on you, invite defence partners from your faction — one fewer than the number of attackers
Preparation12:00 server, 30 minWar is locked in. The Alliance Furnace can no longer be moved
War12:30 server, 20–40 min40 min for even sides. 30 min if defenders are one fewer, with double defence rewards. 20 min if two fewer, with triple
End of warUntil resetRewards collected. Plunder split by furnace damage dealt. Ruins auto-rebuild if R4 doesn't

Ranking groups recalculate every round, and only alliances that hold a furnace can be attacked.

The Warlord Missile

[G] Attackers only.

Defending the furnace

[G] and field-tested.

Scoring

[G] and [V]

Traps

Grouping the hive tight around the furnaceOne missile scatters your entire defence in three minutes.
Letting the Warlord sit stillDuring launch their base is visible to every server. If you're attacking, protect them. If you're defending, hunt them.
Assuming a shield protects your troopsThe shield covers your base. Marches, garrisons and reinforcements outside it stay attackable.

Week 1 Playbook

Every day has two jobs

Season II runs on top of the VS week, not instead of it. Every day now has two jobs.

Sunday

Setup
  • Bank all 34 radar tasks — do not pop them.
  • Donate to the Alliance Furnace. Up to 50 times.
  • Check your coal reserve before you log off.
  • Queue research and building upgrades overnight — do not collect.

Monday

Radar Day
  • Pop all 34 banked radar tasks at reset.
  • Hunt the highest level you can clear. Claim first kills — rotate who leads.
  • Check your furnace and temperature before you leave the base.

Tuesday

Build Day
  • Open everything you queued Monday. Points go to whoever opens them today.
  • Advance the Titanium factory chain — lowest factory first.
  • UR trucks only.
  • Keep your base above 0°C so construction buffs stay live.

Wednesday

Tech Day
  • Open all overnight research at reset.
  • Alliance Duel tech — Valor badges only, no resources.
  • Open drone chests.
  • Hold 40°C for any siege window.

Thursday

Hero Day + Ghost Ops
  • Dump EXP and skill medals into legendaries.
  • Violet shards.
  • GHOST OPS — four 3-hour windows at 00:00, 06:00, 12:00 and 18:00 server time. Three personal missions, three rewarded assists, five plunders. Prioritise UR and UR★ — SSR pays no hero shards. Claim rewards the moment a mission ends or they can be stolen.

Friday

Training Day
  • Run the waterfall — upgrade troops rather than training from scratch.
  • Verify your Virus Resistance against Saturday's target.
  • Pre-stage near your capture target.

Saturday

Battle Day
  • All speedups. Every type scores today.
  • UR trucks only. Legendary tasks only.
  • Capital War: remove ALL squads from your wall before you teleport in. Heal 400 at a time, not 8,000.
  • After the bell the fight continues — hunt pink bases until reset.

Ghost Ops

Thursdays only — newly live on this server

Newly live on Server 2132. A weekly Thursday event in the Secret Command Post, and the main source of shards for several heroes you cannot get elsewhere. It runs regardless of season.

UnlockHQ 18, alliance membership, Day 60 of Season 1 or later
WhenThursdays only — 00:00–03:00, 06:00–09:00, 12:00–15:00, 18:00–21:00 server time
Limits3 personal missions, 3 rewarded assists, 5 plunder attempts per event day
SSR mission25 minutes. Base resources only. No hero shards
UR mission35 minutes. 2 hero shards
UR★ mission45 minutes. 5 hero shards
Special conditionsLevel 120 heroes at set stars. UR needs 2+ players, UR★ needs 3+. Meeting them adds 10 special chests
Shards go toThe hero named SECOND in the special condition

Rules that cost you if you miss them

Supply Collection

Passive income that compounds

Passive income that compounds all season. Supplies only appear where the ground temperature reaches 0°C or above.

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