Alliance Mobilization
Task-completion event paying gold and material rewards for routine play. Mission selection is the headline lever for both tracks.
Alliance Mobilization (AM) is the event that pays you for the play you were already doing. You complete missions for personal points; the alliance’s pooled points unlock alliance-wide milestones everyone can claim. The unique angle versus other events is that the rewards routinely cover their own cost — a chest pulled from a routine training task pays out gold and materials worth more than the resources spent earning it.
The lever that decides how much you walk away with is mission selection. You don’t have to take every mission the board offers. You don’t have to accept the first one you see. Knowing which missions to claim, which to reject, and which to wait for is the entire skill of this event.
Two mission types
Missions come from two separate pools:
| Pool | Who picks | Who refreshes |
|---|---|---|
| Exclusive missions | You, individually | You — each personal slot can be rerolled |
| Alliance missions | Any alliance member, shared from a common board | R4 / R5 officers only |
Exclusive missions are your personal slots, with point multipliers attached. A multiplier slot multiplies the points the mission would have paid at base, so landing a high-multiplier slot on a high-value mission is the single biggest lever in the event. You have a fixed allocation of multiplier slots per day; the highest-tier slot in that allocation deserves to be aligned with the best mission you can reach.
Alliance missions are shared. Anyone in the alliance can claim from the same board and earn personal points off it. The board doesn’t refresh on its own — R4 and R5 officers refresh it on a cooldown. Active leadership keeps the board churning toward higher-value missions; stagnant alliances leave low-value missions sitting on the board until they expire.
You’ll be running both pools at the same time. Most of your strategic decisions sit on the exclusive side, because that’s where the multipliers are. The alliance pool is opportunistic — claim what aligns with your day, skip what doesn’t.
Mission selection: the core skill
Before accepting any mission, two questions:
- Can I complete this with what I’m already doing today? If yes, take it. If no, the mission’s cost isn’t worth its points unless the multiplier is significant.
- Is this the best use of a multiplier slot? If you’ve rolled a high-multiplier slot, hold it. Don’t burn the slot on whatever lands first — reroll until something high-value lines up.
The trap is the orange border on exclusive missions. The border indicates exclusive, not high value. Read the actual point number before you commit a multiplier slot. A low-value mission in an orange frame is still a low-value mission.
Accepted missions count against your daily allowance whether or not you complete them. Reroll before you accept, not after.
TL;DR
- Mission selection is the whole game. Reroll until the multiplier lines up with a high-value mission you can complete today; don’t accept the first one offered
- Prep before the event. Have training queues, gathering nodes, and shard upgrades staged so completion is instant the moment you accept
- Use the free refresh on each personal slot; stop there. Paid refreshes don’t pay back on a F2P budget
- Alliance missions are bonus points for play you were doing anyway. Take what aligns with your day, skip what doesn’t
- Push your R4 / R5 to refresh the shared board actively. A dead alliance board costs you a meaningful chunk of total points
Why this event matters for F2P
The math is unusually friendly. A single chest pulled at a personal milestone routinely contains more gems than it cost to refresh into. Materials, hero shards, and Forgehammers stack on top. There is no other event in the game where routine play returns this much value per minute of attention.
Played correctly, AM compounds: chest gems and shards feed your next hero pull, which feeds your next event push. Played poorly — random mission acceptance, no prep, ignored alliance board — it pays a fraction of what it could.
Mission prep before the window opens
The trick is to have the work already in progress when you accept the mission. The multiplier slot starts paying as soon as you complete the task; if you have to spin up a long training queue from zero after accepting, you’ve burned hours of slot time waiting for it.
The day before each personal slot reset, line up:
| Stage this | So you can instantly complete |
|---|---|
| A troop training queue at your highest tier | Training missions |
| Gathering troops dispatched to high-tier nodes | Resource gathering missions |
| Banked hero shards and gear materials | Hero / gear upgrade missions |
| A construction or research timer near completion | Power-gain missions |
The pattern is the same in every case: you want the mission to be a single button press away from done. Accept it, claim it, move on.
Refresh discipline
Free refreshes per personal slot are limited but worth using. Use them. Then stop.
- Cheap rerolls when the board is bad → yes
- Paid rerolls hoping for the perfect roll → no
The math on paid refreshes shifts hard once you’re past the free tier. F2P players rarely come out ahead chasing rolls with gems — the gems you’d spend are worth more banked for hero pulls and pack purchases later.
Working with the alliance
Alliance missions are pure upside if the board is being refreshed. They cost you nothing — you complete them as part of your normal play and they add points to both your personal and alliance totals.
The bottleneck is leadership. If your R4 / R5 officers aren’t refreshing the board, the board stagnates on whatever low-value missions remain after the early scramble. Two things to do about this:
- Ask leadership directly to keep the refresh going during event days. Most officers will once they understand the impact
- If they won’t, this is a real reason to move to a more engaged alliance before the next cycle. Alliance engagement is one of the few variables that matters more than your own play in this event
TL;DR
- Paid rerolls are usually positive value when they move you into a higher league bracket, where the reward step-up is sharp. Outside of that, they’re a coin flip
- Pack drops timed to AM are mainly justified for completing missions you couldn’t otherwise reach — top-tier training, premium hero recruits, gear materials you’re short on
- The top personal milestone is a clear spend-vs-skip decision. If you’re close, finish it; if you’re not, don’t spend to force it
- Prep the same way F2P does. Spending doesn’t replace mission staging — it complements it
- Coordinate league push with your alliance. Top-3 in tier is the promotion threshold, not a point total; solo spending can’t carry a passive alliance up
When paid rerolls are worth it
The reroll cost ladder ramps quickly. Cheap rerolls fall comfortably inside positive value on chest math alone. The expensive end of the ladder is closer to break-even and depends entirely on what you’re rolling for.
The clearest case for paid rerolls is tier promotion. The jump in chest contents and monument buffs between league brackets is significant — and ranking is competitive, not threshold-based. If a few rerolls land you in a bracket your alliance can promote out of, the spend is well-priced.
Outside of promotion contests, paid rerolls are noisier. Use them when:
- You’ve rolled a high-multiplier slot and want to land it on top-tier content rather than a mid-value mission
- You’re a few hundred points from the top personal milestone and a single high-value mission closes the gap
- The alliance is in a tight race for tier promotion and your personal contribution matters
Skip them when you’re rerolling out of habit or to chase perfection on already-acceptable rolls.
Pack timing during the event
Packs that drop during AM windows are the highest-leverage if they enable missions you couldn’t otherwise complete. Specifically:
| Pack type | Why it pays off during AM |
|---|---|
| High-tier training material packs | Unlocks the top training mission tier, which pays the highest exclusive points |
| Premium hero recruit / Mythic shard packs | Completes hero recruitment and shard-spend missions in one purchase |
| Forgehammer and gear material packs | Powers through power-gain missions when you need a few more points |
| Top-up / gem packs | Direct mission completion plus the gems themselves remain useful |
The principle is the same as Hall of Governors: pack value tracks mission point density. Buying packs to complete missions you’d already have completed without them is a wash. Buying packs to reach missions outside your normal reach is where the multiplier earns its keep.
The top personal milestone decision
The top personal milestone is a one-time threshold per cycle. The reward step from the second-highest to the top is meaningful — better chest pool, more shards, more materials. The cost to reach it varies with how the event has gone for you. Two scenarios:
- You’re within reach by normal play. Spend the modest amount to close the gap. The reward is worth it
- You’re a long way short. Don’t spend to force it. The cost climbs steeply and the marginal reward versus the second-highest milestone isn’t worth chasing
The decision should be made mid-event, not at the start. Reaching the top milestone is a “finish it because I’m already close” outcome, not a goal to spend toward from day one.
League promotion as a long game
League brackets matter more for spenders than for F2P, because the bracket-tied monument buffs and chest pools step up sharply at the top tiers. But promotion is top-3 in your current tier, not a personal point threshold. That means:
- You can’t promote alone. If your alliance isn’t competitive in the bracket, your personal points don’t carry the alliance up
- Promotion contests are won by alliances that coordinate spend windows together, not by individuals spending alone
- If you want to climb tiers, the conversation is with your alliance leadership before the event, not with the cash shop during it
If your alliance is passive on tier climbing, the best spender play is to keep banking personal milestone rewards and not throw money at a promotion that won’t land.
Common mistakes
- Accepting whatever rolls first. The mission counts against your daily allowance the moment you accept. Reroll before you accept, not after — bad rolls are sunk cost only if you’ve already taken them
- Not prepping tasks before the event. Accepting a long training mission with empty queues wastes hours of multiplier-slot time. Stage the work in advance so completion is one tap
- Misreading the orange border. Exclusive missions are framed in orange whether they’re high-value or low-value. Read the point number, not the frame color
- Letting the alliance board sit dead. If R4 / R5 leadership isn’t refreshing the shared board, you’re leaving free points on the table. Push for active refreshes — or move alliances if the leadership won’t
- Free-riding alliance rewards. Alliance milestone rewards require a minimum personal point contribution to claim. Hitting alliance level milestones without your own personal points means you can’t claim them
- Burning resources you’d rather save. Speedups and other long-term reserves usually score better in Hall of Governors than they do here. Don’t liquidate stockpiles for AM points unless the multiplier lines up unusually well
- Chasing the top milestone from a long way back. Spending to force the top personal milestone is rarely worth it from below the natural reach. Decide mid-event, when you can see how close you actually are