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All Out

Server-wide PvP scoring event. Points come from killing and wounding enemy troops. The week's defining event for one track and a hide-and-claim event for the other.

All Out (also called the Kill Event or KE) is a server-wide individual PvP scoring event. Every enemy troop you kill or wound during the event window scores points; higher troop tiers score more per troop. Points feed two reward tracks — milestone rewards every participant can claim, and a leaderboard that pays out only at the top of the server.

The single most important mechanic to internalize is that wounded troops score the same as kills. A “failed” rally that injures but doesn’t kill is still full points for the attacker. That detail flips the standard PvP calculus: the attacker’s wounds heal cheaply in the Hospital, but a defender whose Hospital overflows takes those wounds as permanent deaths. The whole event rewards the side that can force injuries without absorbing them.

Two structural facts shape every decision below:

  1. Gathering marches have no Hospital backing. Hospitals only protect troops returning from a city defense. Troops killed on a gather tile are gone. This is why gatherers are the universal target — your attack scores full points, the defender’s losses are permanent.
  2. The leaderboard is server-wide. TC 25–29 players are scored against the whole server, including the heaviest spenders. The bracket cutoffs don’t scale to your power level.

How scoring works

Source of pointsNotes
Killing enemy troops in any combatAttack or defense, both count
Wounding enemy troopsCounts the same as killing, for the attacker
Higher troop tiersScore more per troop; the gap from low to high tiers is large

The tier multiplier is steep enough that the same march against a T10 stack scores many times what it would against a T1 stack. That sounds like an argument to hunt big armies — but the troop-loss math usually makes hunting gatherers the better answer regardless of tier, because the defender there has no Hospital safety net.

Both attack and defense kills credit the same way. Successfully repelling a rally on your city is a scoring event in your favor.

TL;DR

  • The realistic goal is claim the final milestone and survive the event with your army intact. Top-100 leaderboard is not a reachable target on a competitive server at TC 25–29
  • Farm enemy gatherers. Gathering marches have no Hospital protection — your wounds heal, theirs don’t. Sustained, low-risk points
  • Hit the final milestone, then 24-hour Peace Shield for the rest of the event. Don’t chase ranks you won’t reach
  • Shield every time you go offline, even briefly. Shield gaps during All Out are how F2P accounts get zeroed
  • Park troops in Alliance HQ, banners, and fortresses between marches — they’re immune to direct attack there
  • Don’t burn speed-ups on healing during the event. Save them for KvK and Castle Battle

What scoring looks like for F2P

The milestone track pays out every participant who crosses each point threshold. Milestones scale: early thresholds are cheap, the final milestone is the meaningful one. The early milestones come almost for free once you start farming gatherers; the final milestone is the target.

Leaderboard rewards (Mythic Hero Shards, premium speed-ups, cosmetics) pay out only at the top of the server. On servers with active heavy spenders, that bracket is decided well above what F2P kill volume can reach, and the troop replacement cost of trying erodes your account.

Playing the event without getting zeroed

Farm gatherers, not cities. Gather-tile attacks bypass city-defense buffs, garrison heroes, and Hospital protection on the defender’s side. Every wound you inflict is a permanent loss for them. Hunt T6+ gatherers when you can — higher-tier troops on the tile score more per kill.

Shield discipline is the whole game. Anyone who scouts you and finds you actives is incentivized to hit you because hitting you scores. The accounts that get flattened during All Out are the ones who let a shield lapse for an hour or marched their full army out before logging off.

Garrison between marches. Alliance HQ, banners, and fortresses can’t be directly attacked. Park troops there when you’re not actively gathering or hunting. Healing in alliance structures is also faster than Infirmary healing.

Scout before every attack. Surprise rallies during All Out hurt more than usual — every troop they wound on you is full points for them. Confirm the target is what your scout says it is, and that no rally is incoming on you while your army is out.

Don’t revenge. If you hit a player and they hit back, shield. They’re trying to score off you, and a back-and-forth exchange usually favors the bigger account.

What not to do

  • Don’t attack cities for points. Defender bonuses, garrison heroes, and Hospital protection mean the defender often nets more points than the attacker. Stay on gatherers
  • Don’t push marches at the end of the event hoping to climb. Diminishing returns and rising risk both hit hard in the last few hours
  • Don’t burn speed-ups on healing. Slow heals are fine when you’re not racing a leaderboard. Those speed-ups score more in KvK

TL;DR

  • The leaderboard push is real but honest about ROI: independent sources rate top-100 rewards as often worse than the combined cost of Hospital healing and retraining permanent losses. Decide whether the cosmetic frame and shards beat your alternative gem spend before you commit
  • The highest-efficiency play is overwhelming force on enemy gatherers — guaranteed wounds for you, permanent deaths for them (no Hospital backing for gather marches)
  • Ghost during peak hours. Move troops to garrison so rivals can’t score off you. Re-emerge to attack when targets are offline
  • Hospital capacity decides the event. Upgrade it before participating. Wounds inside cap heal; wounds over cap are deaths
  • Use speed-ups in the final hours when leaderboard positions stabilize, not throughout
  • If you’re outside the top 200 by the halfway mark on a top-spender-heavy server, claim what milestones you can and shield. The last hundred spots cost the most to climb

The leaderboard ROI question

Top-100 rewards include Mythic Hero Shards, premium-grade speed-ups, and a cosmetic avatar frame. The headline list looks strong. The cost side, less often discussed, is troop replacement: a leaderboard push that overflows your Hospital eats permanent training time and resources that don’t get returned by the reward bundle.

For mid-spend accounts on competitive servers, the leaderboard is genuinely contestable. For accounts already outclassed by a few heavy-spend rivals on the server, it isn’t, and the milestone track plus a clean exit is the better outcome.

The decision rule is simple: compete only if the leaderboard rewards beat what the same gem spend would do elsewhere this cycle. If you already need the Mythic shards for a hero you’re building or the cosmetic matters to you, push. If you’re competing on principle, claim milestones and shield.

The scoring play

Hit gatherers with overwhelming force. Sending more than you need guarantees the defender takes wounds across their full march, and gather marches have no Hospital. Your own losses are minor and heal in Infirmary. This is the cleanest points-per-troop-lost ratio in the event.

Use the wound mechanic deliberately. Even when a rally won’t take a city, if it injures the defender’s stack, you still score full points. Defensive scout reports that show a fat army in an unshielded city are scoring opportunities even when the outright capture is off the table.

Bait selectively. A bigger spender baiting for revenge attacks lets you score defensive points without burning marches. Used carefully, this is a low-cost way to add a defensive cushion to your score.

Coordinate target lists with your alliance. Two rallies on the same player is wasted resource. Officers should publish target alliances and rotate windows.

Cost discipline

WhatRule
Hospital capacityMaxed before participating. A full cap means injuries; an overflowing cap means deaths
Speed-ups during the eventSave them for the final scoring hours, not the warm-up
Healing during the eventUse the Infirmary; in-structure heals in alliance fortresses are faster still
Pushing into deathsStop and heal once your Hospital overflows. Permanent losses don’t get refunded by leaderboard rewards

When to bow out

If the halfway mark of the event finds you well outside the top 200 on a server with multiple heavy spenders above you, the realistic call is to claim what milestones you can and shield. Climbing from the high hundreds to the top 100 in the second half is the most expensive segment of the event, and the gap between top-100 rewards and top-200 rewards is often smaller than the cost of closing it.

The frame to hold: All Out is one event in a cycle. A bad ROI push here costs you elsewhere.

The alliance farm play

A coordinated tactic underused outside top alliances: one strong alliance member becomes the farm target. The cycle:

  1. The strong member leaves the alliance so former alliance mates can attack them
  2. They drop their highest-tier troops at a resource tile in march range of the alliance. High tier is the point — the per-troop score multiplier is steep at the top of the tier ladder
  3. Alliance members send small, weak marches at the stack one after another. Each attack wounds the high-tier troops; wounds score the attacker the same as kills, and the troop-tier multiplier means even a chip wound on a T9/T10 stack is a big payout
  4. The strong member spam-heals between rounds — heal speedups, alliance-help, gem refills if needed — keeping the stack full and farmable
  5. The cycle continues until alliance members hit their personal milestone caps, or a designated leaderboard-pushing member reaches a target rank

Who pays what: the strong member burns healing resources (and often gem refills). The alliance pays nothing — just sends marches. The output is uniquely valuable to F2P members, who otherwise can’t profitably damage T9/T10 stacks at all.

This is a planned play, not an improvisation. Agree on commitment and duration beforehand. The strong member rejoins the alliance immediately after the farm closes, before real rivals can pile on.

Alliance coordination

All Out punishes solo play. A coordinated alliance hunts together, defends together, and ghosts together.

The shared part of the event is the safety net: alliance defense protects players who would otherwise be picked apart, and coordinated hunting makes both tracks’ goals reachable.

Common mistakes

  1. Shield gap. Letting a shield lapse for any meaningful window during All Out. The single biggest reason F2P accounts get zeroed
  2. Marching out with the full army and logging off. Troops on a march can’t be recalled instantly. Coming back to a flattened city is the classic All Out disaster
  3. Attacking cities for points. Defender bonuses, garrison heroes, and Hospital protection mean the defender often nets more points than the attacker. Gatherers are the answer
  4. Ignoring Hospital capacity. A maxed Hospital means wounds; an overflowing one means deaths. Upgrade before the event, not during
  5. Revenge attacks. Hitting back at someone who hit you escalates a scoring exchange that usually favors whoever is bigger. Shield instead
  6. Chasing a leaderboard rank you can’t reach. Burning resources to climb between brackets that pay out nothing meaningful — most common on servers stacked with heavier spenders above you
  7. Switching alliances mid-event. Loses eligibility in some scoring modes and doesn’t credit your old alliance for points earned after the switch
  8. Solo play. A coordinated alliance defends its members and hunts together. Going it alone makes both the F2P shelter plan and the spender push significantly harder