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Professional Hall Guide

Tactics Cards Beginner's Guide

Season 4 “Evernight Isle” · Global Servers. What Tactics Cards are, how to get them, how to level and build a deck, and how to avoid wasting a whole season of resources.

Notes by AgentNunya007, SpicyZarikoザリ子 & TsukinoLingリン子. Visual guide by AgentNunya007.

★ Read first: version notes

Servers run on different season schedules — check your own in-game season icon before trusting any guide.

Tactics Cards were introduced in Season 4 “Evernight Isle”, and you reach them from the Professional Hall. They are not a one-season gimmick: the system has stayed permanent from Season 4 onward, with tweaks each season.

Here is what confuses most newcomers: servers are on different season schedules. The game rolls out seasons in batches by server number — early servers (#3–#400) are far ahead, newer servers are behind. As of August 2026:

SeasonThemeWhat changed for Tactics Cards
S4 “Evernight Isle”
from July 2025
Blood Night DescendTactics Cards launch (this guide covers S4)
S5 “Wild West”Crystal & GoldNew Bomb (Destruction) card type; new destruction-oriented Core Cards
S6 “Lost Rainforest”
from April 2026
Three TribesHybrid Squad (4+1) card removed; Battle Card level cap 7 → 12
S7 (current latest)
from mid-2026
Hero AwakeningHero Awakening is the headline feature; the card system carries on unchanged

Takeaways:

  • This guide follows the Season 4 ruleset— the “original” version of the system. Differences in S5/S6 are flagged whenever relevant.
  • Your in-game season icon is the final word.Don't copy an S5/S6 guide onto an S4 server (or vice versa).
Visual guide by AgentNunya007.

Source credibility:

  • HighEstablished community guides that cross-confirm each other: lastwartutorial.com, Cpt Hedgehog's last-war-map, grindnstrat.com.
  • Medium Aggregator sites that mix seasons and sometimes omit version tags.
  • Caution Top-up / recharge shops publish card guides padding gold-selling ads. The data is usable; ignore the promo.

1. The basics

What Tactics Cards do, the three card types, deck slots, rarity, icons and factions.

1.1 In one sentence

Tactics Cards are a set of seasonal equipment cards you slot in the Professional Hall. Once equipped, they give your squads passive stat bonuses or active/passive tactical skills for killing zombies (PvE), fighting players (PvP), garrisoning, and gathering.

They do not replace heroes, troops or buildings — they are a strategic layer on top of them.

1.2 The three card types

TypeWhat it doesKept after season ends?
Core CardsBase stats + a tactical skill (passive or active), usable foreverPermanent
Battle CardsBoost PvP / PvE combat performanceSeason-only, removed at season end
Resource CardsBoost gathering, plunder and card-generation economySeason-only, removed at season end

Remember one line: Core Cards are a long-term investment; Battle and Resource Cards are consumables for the season.

Good news: Core Cards and regular cards use completely separate upgrade resources (Profession EXP vs. Tactical Fragments), so you can push both at the same time — you never have to choose between them.

1.3 Deck slots

One deck holds up to:

  • Core Cards × 2
  • Battle Cards × 4
  • Resource Cards × 4

10 slots total. You cannot equip two copies of the same card, and all your troops must be back at base and idle to swap cards — if any march is out gathering, fighting or reinforcing, the deck is locked.

Core Cards have one extra restriction

A Core Card that is on active cooldown cannot be swapped out. This is the usual reason people can't change a card and can't work out why.

1.4 Rarity

RarityColourNotes
URGoldHighest; Core Cards are usually here
SSRPurpleThe main tier for Battle / Resource Cards
SRBlueTransitional; dismantle material
RGreenBase tier; mostly dismantled

1.5 Card icons (4 types in Season 4)

The icon on a card shows its tactical role. Core Cards and regular cards share this same type system:

IconColourTypeRolePractical verdict
DiamondGreyUniversalStandalone abilities that don't need combos — fine on their ownMost flexible. Co-exists happily with any other type; easiest for beginners
BootsGreenQuickstrideFaster marches, plus a Morale boost scaled off your march speedGreat in big fights — ride the Morale boost to snowball kills
ShieldBlueGarrisonFewer deaths + a unique Regroup skill that sends squads home instantlyCan flip a city / stronghold fight when several people run it
FistRedBattlestreakContinuous fighting: buffs squads that aren't at full strength and boosts follow-up attacks without returning to baseCpt Hedgehog: “generally less interesting, not something we've used”
BombOrangeDestructionHigher durability damage + ruin removal (Engineer profession only)Added in Season 5 — does not exist in S4. Same lukewarm verdict

Why Garrison can flip a fight

Normally after you get knocked out of a building, your squad spends real time walking home before it can reinforce again. The Garrison Regroup skill skips that walk entirely, so you can launch the next wave immediately. Get several alliance members running it and the attacker faces an endless stream of defenders.

1.6 Factions

Cards belong to factions, and cards of the same faction tend to synergise. The Season 4 factions:

  • Purgator — PvE / zombie killing
  • Harvester — resource gathering
  • Warmind — PvP attacking
  • Windrusher — march speed / offensive mobility
  • Bulwark — garrison and defence

1.7 Two naming systems for the same cards

Depending on which guide you read, the same card appears under two different names, which makes people think they're different cards. They are the same card described along two different axes:

AxisNamed afterValuesDetermines
FactionWhere the card "comes from"Purgator / Harvester / Warmind / Windrusher / Bulwark / UniversalThe card's identity, artwork and thematic flavour
Icon TypeWhat the card "does"Universal / Quickstride / Garrison / Battlestreak / DestructionIts tactical role and how it synergises

How the two map onto each other

Faction nameIcon typeProof
WindrusherQuickstrideWindrusher – Rapid March ↔ Quickstride – Quick March
BulwarkGarrisonBulwark – Morale Boost ↔ Garrison – Morale Boost
WarmindBattlestreakWarmind – Morale Boost ↔ Battlestreak – Morale Boost
PurgatorPvE-only (both use the same name)Both call it Purgator – Monster Slayer
HarvesterEconomy (mostly Resource Cards)Harvester – Treasure Hunter

One line to remember: Faction = who it belongs to. Type = what job it does.A faction's cards almost always sit in the same icon type, so the two naming styles are largely interchangeable — just translate with the table above when a guide uses the other one.

2. Card index

Core Cards, Battle Cards and Resource Cards for Season 4.

Rules at a glance

Core CardsRegular Cards (Battle + Resource)
RarityUR (gold)SSR purple / SR blue / R green
Slots24 Battle + 4 Resource
Level cap107 (up to 10 with UR breakthrough traits; 12 from S6)
Upgrade resourceProfession EXP + duplicates (Ascend)Tactical Fragments
Kept between seasonsPermanent, works in the off-season tooRemoved at season end
Swap restrictionTroops home + not on active cooldownTroops home and idle
Random sub-statsNone (fixed effects)2–3 random stats

2.1 Core Cards (9 in Season 4)

Core Cards are permanent. You level them with Profession EXP and raise their tactical skill by Ascending them with duplicate copies.

Core CardFactionRoleBase effectTactical skill
Purgator – Monster SlayerPurgatorPvE / zombies (best first pick)Reduces monster damage taken by 0.3%–3%Active, 1/day: +250 Virus Resistance, monster damage taken −10%–20% for 180s
Harvester – Rapid GatherHarvesterGatheringDefender hero HP/ATK bonus (up to 10%)Active, 18h cooldown: instantly collects 100% of the remaining resources at a chosen tile
Warmind – Morale BoostWarmindPvP attack (passive)Attacker hero HP/ATK bonus (up to 10%)Passive: after a world-map PvP win, Morale +X% (up to 6%), stacks up to 5 times
Warmind – Rapid RescueWarmindPvP attack (sustain)Attacker hero HP/ATK bonus (up to 10%)Active, 2/day: after a PvP win restores X% (up to 100%) of lightly wounded units for 180s
Windrusher – Morale BoostWindrusherPvP attack (mobility)Attacker hero HP/ATK bonus (up to 10%)Passive: converts extra march speed into Morale
Windrusher – Rapid RescueWindrusherPvP attack (team mobility)Attacker hero HP/ATK bonus (up to 10%)Active, 3/day: you and allies in the surrounding 3×3 get +X% (up to 50%) march speed for 60s
Bulwark – Morale BoostBulwarkGarrison (passive)Defender hero HP/ATK bonus (up to 10%)Passive: gain Morale at the start of a defensive reinforcement; stacks with allies running the same card
Bulwark – Comprehensive EnhancementBulwarkGarrison (team buff)Defender hero HP/ATK bonus (up to 10%)Active, 2/day: you and 3×3 allies get +X% (up to 8%) HP/ATK/DEF when reinforcing
Rapid TrainingUniversalTraining speedDefender hero HP/ATK bonus (up to 10%)Active, 23h30m cooldown: training time −X% (up to 24%) for 180s

Quick rule: you only have 2 Core slots, so pick by what you actually do — Purgator for zombies, Warmind / Windrusher Morale Boost if you attack, Bulwark if you hold the wall, Harvester if you farm resources.

Active vs. passive

Active skills hit harder but must be tapped by hand and have daily limits or cooldowns — forget to press it and you might as well not have the card. If you're casual or prone to forgetting, take the passive (Morale Boost family) instead.It's weaker on paper but works 100% of the time.

2.2 Battle Cards (Season 4)

Battle Cards are season-exclusive. You level them with Tactical Fragments, and each comes with 2–3 random stats that are rolled when you get the card and then fixed forever (two copies of the same card can roll differently).

Count discrepancy (checked)

Cpt Hedgehog states 12 SSR Battle Cards in S4, rising to 15 in S5; other sources say S4 already has 15. The gap is probably whether later/event cards are counted. Trust your in-game Collection tab.The list below is every mainstream purple card you'll realistically see on an S4 server.

Purple (SSR) Battle Cards

CardFactionEffect
Damage Reduction ReversalUniversalReduces damage taken when countered (up to 5.1%)
Damage ReversalUniversalIncreases damage dealt when you counter the enemy (up to 2.55%)
Mixed FormationUniversalHero ATK/DEF/HP bonus per troop type in the squad (up to 3%)
Attribute AuraUniversalATK/DEF/HP bonus for the 1st squad in world-map PvP (up to 4%)
Efficient UnityUniversalBonus to all troop types when running 4 heroes of the same type
Purgator – Attribute AuraPurgatorATK/DEF/HP bonus at the start of a PvE fight (up to 6%)
Warmind – Lethality ResistanceWarmindReduces losses after a PvP win
Warmind – Attribute AuraWarmindATK/DEF/HP bonus on PvP win streaks
Warmind – Speed SurgeWarmindMarch speed bonus after a PvP win
Warmind – One Against TenWarmindReduces the stat penalty for under-strength squads (up to 30% — great in 3v3 Arena)
Windrusher – Rapid MarchWindrusherMarch speed (up to 18%)
Windrusher – Attribute AuraWindrusherATK/DEF/HP bonus every 8 tiles moved
Windrusher – Lethality BurstWindrusherCrit rate bonus every 8 tiles moved
Bulwark – Attribute AuraBulwarkATK/DEF/HP bonus at the start of a defensive reinforcement
Bulwark – Lethality ResistanceBulwarkReduces losses while reinforcing

There are also 4 blue (SR) Battle Cards (weaker versions of Mixed Formation, Damage Reversal, Damage Reduction Reversal and Purgator Attribute Aura) and 1 green (R) Battle Card (weaker Purgator Attribute Aura).

The three Battle Cards everyone keeps naming

CardTypeKey numberWhy it matters
Hybrid Squad (4+1)UniversalKeeps the full 20% same-type bonusLets you slot one off-type hero while still getting the bonus of a pure squad. S4/S5 only — deleted in S6
Counter ReversalUniversalStarts at just 1.5% per sideMore damage dealt and less taken when you're the one being countered. Terrible start, excellent scaling — it genuinely flips losing matchups once leveled
Zombie KillerUniversal—A flat PvE combat buff. Pair it with “Reduce Damage Taken from Monsters” or a Level Up trait and it carries first-kill pushes and stronghold bosses

Cpt Hedgehog's tip: if you don't run a mixed squad, just swap Hybrid Squad (4+1) for another card of the same typeas the rest of your setup — don't waste the slot.

2.3 Resource Cards (Season 4)

Resource Cards are also season-exclusive, level with Tactical Fragments, and roll random stats. The valuable ones are the cards that literally generate more cards:

CardFactionEffect
Harvester – Treasure HunterHarvesterGathering 100k resources in one run → 1 R pack (upgrading lowers the threshold)
Purgator – Treasure HunterPurgatorKilling enough monsters → a green pack (about 11 kills per proc at current levels)
Warmind – Treasure HunterWarmind3–5 consecutive PvP wins → an R pack
Bulwark – Treasure HunterBulwarkWinning a defensive reinforcement → an R pack
Warmind – Plunder TycoonWarmindRaises the daily plunder cap (up to 12%)
Purgator – Resource HungerPurgatorExtra resources from zombie kills (up to 12%)
Purgator – Night SnatcherPurgatorExtra Profession EXP from zombie kills (up to 12%)
Master HealerUniversalReduces resources spent on healing
Helping HandUniversalExtends the speed-up duration of ally help
Gold/Iron Digger, Agriculture GiantUniversalGold / Iron / Food output +3% (green cards)

The important bit: the best Resource Cards are the Treasure Hunter family — they passively generate more cards, which is what snowballs your whole season.

There are only 4 SSR Resource Cards in total — Cpt Hedgehog puts it plainly: “there are a total of 4 SSR rarity Resource Cards, so you should aim to find all of these and equip them.” Your goal is to collect and equip all four, not to pick between them.

Hidden ace sub-stat

The SSR trait “Profession EXP from Zombie kills +X%” goes up to 3.90% per trait. If all four Resource Cards roll it, the stacking is genuinely significant — and Profession EXP is exactly what levels your Core Cards. Prioritise keeping cards with this trait.

3. How to get cards

Every source of cards, the four pack types, and the points track.

3.1 All sources

SourceHow it worksDaily cap
Blood Night Descend — kill World Zombies / Doom ElitesFirst kills drop cards; not every level drops cards5 / day
Resource Card procs (Treasure Hunter family)Triggered by gathering, kills and PvP win streaks20 / day
Card PacksFour pack colours; opening them gives cardsNot capped by the above
Points track (5,000 points)Opening packs earns points toward rewardsLoops unlimited times
Magatama ShopWeekly refresh; sells gold / purple / blue packs—
Alliance rewardsKilling Oni Generals → blue packs by mail—
Mini Maneki-nekoEvent reward—
Blood Night Hunter rewardsGrants purple packs—

Two sources of Tactical Fragments (for upgrading, not for getting cards): dismantling cards you don't need, and first-kill rewards from zombie kills.

3.2 The four card packs

PackColour / rarityWhat drops
Gold packURCore Cards only
Purple packSSRMostly SSR Battle Cards, small chance at a Core Card
Blue packSREven smaller chance at a Core Card
Green packRNo Core Cards

Myth check: gold is not the only pack that drops Core Cards.Purple and blue packs have a (low) chance too — gold just guarantees one. Ignore anyone telling you “only gold packs are worth opening”.

3.3 The points track (do this)

Opening packs accumulates points. Every 5,000 points you claim one reward tier, then the counter resets and loops — you can repeat it many times per season. One 5,000-point tier contains:

  • 1 Core Card Choice Kit — the big one; pick any Core Card
  • 1 SSR pack
  • 1 Core Card Reset Token
  • 10 R packs + 3 SR packs

Also: Core / Battle / Resource Cards each have their own collection track. Hitting milestones grants extra cards (Core milestones give 2 purple; Battle/Resource milestones give 2 blue). These reset every season.

4. Leveling & growth

Exact leveling costs for Core, Battle and Resource Cards, plus the UR breakthrough mechanic.

4.1 Core Cards — two separate tracks

  1. Enhance (level up) with Profession EXP — raises the base stat percentage. Levels 1→10 cost roughly 30 million Profession EXP (sources quote 29–31M; trust your own client).
  2. Ascend with duplicate copies — raises the tactical skill percentage. From 1 to 5 stars needs copies of the same card: 1★→2★ needs 1 copy, 2★→3★ needs 2, and so on.

The most common beginner mistake

Leveling is not enough — only Ascending with duplicates maxes the tactical skill. Never trash or ignore duplicate Core Cards.

Core Card leveling cost (Profession EXP, exact)

LevelEXP for that levelCumulative
1→22,000,0002,000,000
2→32,000,0004,000,000
3→42,500,0006,500,000
4→52,500,0009,000,000
5→63,000,00012,000,000
6→73,000,00015,000,000
7→84,000,00019,000,000
8→95,000,00024,000,000
9→106,000,00030,000,000

Numbers worth memorising: reaching level 5 costs 9M (the best early stopping point). Getting from 5 all the way to 10 costs another 21M. One maxed Core Card = 30M, and you have 2 slots, so maxing both is 60M. This cost table is identical in S4, S5 and S6.

4.2 Battle & Resource Cards

Level them with Tactical Fragments to raise their base effect percentage. Fragments come from dismantling cards you don't use:

RarityFragments when dismantled
SSR (purple)500
SR (blue)200
R (green)100

SSR Battle Card leveling cost (fragments, exact)

LevelFragments for that levelCumulative
1→25,0005,000
2→38,00013,000
3→410,00023,000
4→512,00035,000
5→614,00049,000
6→716,00065,000

One SSR card from level 1 to 7 costs 65,000 fragments— that's roughly 130 dismantled purple cards, or 650 green ones.

UR breakthrough: “Tactics Card Level Up”

Regular cards normally stop at level 7, but a card carrying the gold UR trait “Tactics Card Level Up” can break the cap:

  • Each copy of that trait = +1 level for that card
  • Traits come in +1 / +2 / +3 flavours — the higher ones are rarer and always worth keeping
  • Collect all three → up to level 10
  • The fragment cost for levels 7→10 is not published; expect it to be well above the first seven levels

Priority call: Cpt Hedgehog recommends prioritising cards with this trait, because it raises the card's main effect — generally worth more than whatever the random sub-stats offer.

4.3 Random stats

Every regular card = 1 fixed Main Boost (which grows as you level) + 2–3 random secondary stats, rolled once when you get the card and fixed forever — two copies of the same card can differ.

Sub-stat quality tiers

QualityColourTypical traitsValue
URGoldTactics Card Level UpAlways keep
SSRPurpleHigher PvP ATK/DEF/HP (while attacking or defending), damage dealt / taken when counteredReal combat impact
RGreyLoad capacity, durability-damage improvements, minor PvP bonusesBetter than nothing

Rule of thumb: aim for cards with 3 stats where at least one is purple. But don't obsess— a perfect roll is extremely rare, and the main effect always outweighs the sub-stats. Don't burn packs chasing one.

4.4 Reset & dismantle

  • Reset a Core Card: use a Reset Token to get your Profession EXP back (troops must be home, card unequipped and off cooldown).
  • Dismantle Battle / Resource Cards: converts them into Tactical Fragments, any time.
  • At season end: Battle and Resource Cards are removed and converted into Profession EXP — usually at a poor rate.

5. Deck building

Loadout Settings, decks by scenario, three ready-to-copy setups, and hybrid squad lineups.

5.1 Loadout Settings (the button bottom-right)

On the Tactics Card screen there's a button in the bottom-right corner that opens Loadout Settings. It has two halves:

FeatureWhat it does
FavouritesSave up to 3 custom decks of your own design. Once saved, switching between them is a single tap.
RecommendedThe game's own presets for five situations: Victory Streak, Quick March, Target Defense, Monster Destruction, Base Demolition.

Big trap: Lineup Preset does NOT save your Tactics Cards

Lineup Preset unlocks 20 days after your server opens and lets you save and one-tap apply a full squad — Heroes, Gear and Data Chips. It does not include your Tactics Card setup. After switching a Lineup Preset you still have to swap cards by hand. Plenty of people assume the preset covers everything and end up fighting the wrong battle with the wrong deck.

5.2 Deck by scenario

ScenarioCore Cards (2 slots)Battle Cards (4 slots)
PvE — zombies, first kills, stronghold bossesPurgator – Monster Slayer + anyZombie Killer, Purgator Attribute Aura, anything with "reduces monster damage"
PvP — attacking / roamingWarmind – Morale Boost + a Windrusher mobility cardHybrid Squad (4+1), Counter Reversal, Quickstride speed cards
Garrison — city / strongholdsBulwark – Morale Boost + Bulwark Comprehensive EnhancementGarrison buff cards, casualty-reduction cards
Gathering / economyHarvester – Rapid Gather + a Resource CardFill Resource slots with Treasure Hunter / Plunder Tycoon

5.3 Three ready-to-copy setups

These three come from Cpt Hedgehog's tested recommendations. All three rely on the Hybrid Squad (4+1) card, so they only work in S4/S5.

① Quickstride + mixed squad — the all-rounder

SlotCard
Core 1Quickstride – Morale Boost
Core 2Quickstride – Quick March (active) or Battlestreak – Morale Boost (passive, less micromanagement)
Battle 1Hybrid Squad (4+1)
Battle 2Counter Reversal
Battle 3Quickstride – Attribute Boost
Battle 4Quickstride – Contaminated Land
  • When to use it: when you're attacking other bases and moving around a lot, or when your job is clearing defences— i.e. you're mainly the attacker. Cpt Hedgehog calls this “the most versatile setup”.
  • Trick: spend diamonds to speed up your march — higher march speed means a bigger Morale bonus.
  • How to pick Core 2: Quick March is active — it only pays off if you actually remember to press it and it pushes you past another 50% march speed threshold. Otherwise just take the passive Battlestreak – Morale Boost.

② Garrison + mixed squad — city / stronghold defence

SlotCard
Core 1Garrison – Defensive Regroup (active)
Core 2Garrison – Morale Boost
Battle 1Hybrid Squad (4+1)
Battle 2Counter Reversal
Battle 3Garrison – Duration (the key card)
Battle 4Garrison – Attribute Boost
  • When to use it: when you're reinforcing buildingsand want the Regroup skill to send a fresh wave fast, or whenever you're mostly defending and covering several fights in a row.
  • The key card is Garrison – Duration: it stretches Defensive Regroup out to up to 60 minutes. Without it the Regroup window is short and the whole setup loses most of its punch.
  • Team effect: if several alliance members run this, you can re-reinforce the instant you get knocked out and the attacker can never quite clear the building.

③ PvE — zombie killing / stronghold bosses

SlotCard
Core 1Purgator – Monster Slayer
Core 2Quickstride – Morale Boost
Battle 1Hybrid Squad (4+1)
Battle 2Counter Reversal
Battle 3Zombie Killer
Battle 4Anything with “Reduce Damage Taken from Monsters”
  • When to use it: early in the season to push progress by maximising Virus Resistance and damage against PvE zombies, and for stronghold bosses.
  • Purgator – Monster Slayer grants +250 Resistancewhen you use the skill — it's a hard gate, not a nice-to-have.
  • If you're your alliance's spearhead (the one farming first kills), level Zombie Killerup. When you're done with it later, dismantle it and get the materials back.

Substitution rule

Not running a mixed squad? Replace Hybrid Squad (4+1) with another card of the same type as the rest of your setup.

5.4 Hybrid squad lineups that work

These pair with the Hybrid Squad (4+1) card: you bring one off-type hero to patch a weakness, which makes you far harder to counter than a pure squad.

Main type + off-type heroLineupWhy it works
Tank + AdamScarlett (important) + Murphy, Adam + Marshall + KimberlyThe Scarlett + Adam synergy is nearly unstoppable and gives a huge boost against Aircraft
Air + MurphyDVA + Lucius, Murphy + Morrison + SchuylerMurphy keeps the squad alive much longer and provides physical damage resistance. Exclusive Weapon level 10 is recommended, but level 1 already works wonders
Missile + LuciusLucius + Swift, Tesla + Fiona + AdamLucius is an all-rounder and hands out good stats to the whole team

Don't be scared off by “level 10 Exclusive Weapon”.Murphy's weapon is a bonus, not a gate — level 1 already does most of the job. Free-to-play players shouldn't read that as a requirement.

5.5 The two cards that matter most in Season 4

  1. Counter Reversal— more damage dealt and less taken when you're countered. It starts at a weak 1.5% but scales very well; nearly every recommended deck runs it.
  2. Hybrid Squad (the 4+1 card) — lets you bring one off-type hero while keeping the 20% same-troop-type bonus. This card genuinely changed Season 4 combat.

But the 4+1 card is a beginner trap

It starts at only ~1% effect, so it's nearly useless until you invest in it and push it to 5%+. New players should skip it early and come back later. Also note: it was deleted in Season 6 — S4/S5 only.

5.6 Troop counters (+ a defence caveat)

Classic triangle; the countered side takes a −20% damage-reduction penalty:

  • Aircraft beats Tanks
  • Tanks beat Missiles
  • Missiles beat Aircraft

Counter-related cards (Damage Reversal / Damage Reduction Reversal) partially offset that disadvantage.

Key mechanic trap: Quickstride's Morale boost does NOT work while defending (garrisoned)

Cpt Hedgehog tested this: “the morale boost does not seem to apply when defending (garrisoned)”. So don't run the Quickstride setup on the wall — switch to setup ② (Garrison) above.

6. Spending priority

Just follow this order.

PriorityActionWhy
1Max Purgator – Monster Slayer firstVirus Resistance is a hard gate early in the season; zombie kills, first kills and strongholds all depend on it — fastest payback
2Put Treasure Hunter cards in Resource slots and hit the 20-cards-per-day capCards generate cards — this is the engine of the whole season's snowball
3Open packs and push the 5,000-point loop for the Core Card Choice KitThe most reliable free-to-play route to more Core Cards
4Dismantle duplicates and feed the fragments to your main Battle CardsFragments are the only way to level Battle / Resource Cards — don't hoard junk
5Pour Profession EXP into 1–2 Core Cards onlyMaxing one card costs ~30M EXP; spreading it means nothing is maxed
6Keep cards with the “Tactics Card Level Up” traitThey raise the main effect and break the normal level cap — better value than random sub-stats
7Prefer cards with 3 stats where at least one is purple — but never burn packs rerolling for itMain effect > sub-stats. A perfect roll is a bonus, not a goal
8On Resource Cards, keep the “Profession EXP from Zombie kills” sub-stat (up to 3.90% each)Profession EXP is your Core Card fuel; stacking it on all 4 cards adds up fast

7. New players vs. veterans

A day-one checklist, and advanced notes once you know the system.

7.1 New players — your first day checklist

  1. Open the Professional Hall and actually equip the free cards (owning them isn't enough).
  2. Core slot 1: Purgator – Monster Slayer. Slot 2 depends on your playstyle (Morale Boost if you fight, Harvester if you farm).
  3. Go to the bottom-right button and set up your 3 Favourites (attack / garrison / PvE) so you can swap decks with one tap later.
  4. Fill Resource slots with Treasure Hunter cards, and treat gathering/killing as a daily — get those 20 cards per day.
  5. Never miss Blood Night Descend: first-kill World Zombies and Doom Elites for the 5 cards per day.
  6. Open your packs and watch the 5,000-point tier for the Core Choice Kit.
  7. Skip the 4+1 card, don't chase 3 random stats, don't level random purple cards.
  8. If you'll forget active skills, don't use them — take the passive version of your Core Card (the Morale Boost family).

7.2 Veterans — advanced notes

  • If you're the wall: run setup ② from 5.3 and always bring Garrison – Duration to stretch Regroup to 60 minutes. Get several alliance members on it and stronghold fights get dramatically easier.
  • If you're the hammer: run setup ① and use diamonds to speed your march to squeeze out every point of Morale. Only take Quick Marchif you're sure you'll cross the 50% speed threshold — otherwise use the passive.
  • Core Card choices:balanced “1 attack + 1 defence” versus all-in “2 attack” or “2 defence” depends on your role in the alliance (main attacker → 2 attack; wall holder → 2 defence) — and on whether your Profession EXP can feed multiple Core Cards.
  • 3v3 Arena: always bring Warmind – One Against Ten(at max it cuts 70% of the under-strength squad penalty). It's a ranking machine.
  • Before the season ends: dismantle unused Battle / Resource Cards into fragments first, or they get converted to Profession EXP at a bad rate and you lose value.
  • Across seasons:Core Cards are permanent, so they're the only investment that survives the off-season — plan your Profession EXP around them.
  • Mobility wars: Quickstride cards decide who arrives first, who escapes and who holds the point in large-scale fights. Never underestimate march speed.

⚠ 8. Pitfall guide

Every mistake this guide has seen, grouped by type — quick reference.

A. Wasted resources (most common)

MistakeDo this instead
Spreading Profession EXP thinFocus on 1–2 Core Cards; max one before starting another (level 5 = 9M is your first checkpoint)
Trashing or ignoring duplicate Core CardsCore Cards need duplicates to Ascend — they are a scarce resource
Chasing a perfect 3-stat roll and burning packsMain effect beats random stats; the difference is tiny
Forcing the 4+1 card earlyIt starts at ~1%; it only earns its slot at 5%+
Not dismantling cards before season endThey convert to Profession EXP at a poor rate — dismantle them first
Missing the 20-cards-per-day capThat's the snowball engine; every missed day is gone
Hoarding unused cards instead of dismantling themDismantle right away for fragments — clear the bag every few days so it never piles up
Scrapping Resource Cards that rolled “Profession EXP from Zombie kills”Up to 3.90% per trait; stacking it on all four cards is a big deal — keep them

B. Wrong choices (strategic errors)

MistakeDo this instead
Hoarding cards without equipping themA card only works when it's in your deck
Trying to swap cards with troops outsideAll troops must be home and idle before you can change the deck
Trying to swap a Core Card that's on active cooldownCore Cards cannot be swapped while their active skill is cooling down — wait it out
Equipping two copies of the same cardThe game blocks duplicates in one deck — don't bother
Believing "only gold packs drop Core Cards"Purple and blue packs have a chance too
Forgetting to use active skillsActives must be tapped manually — if you'll forget, take the passive version
Getting troop counters wrong (Aircraft / Tanks / Missiles)Learn the triangle; the countered side loses 20% damage reduction
Using Harvester's Rapid Gather for Duel VS pointsRapid Gather does not generate Duel VS points
Running the Quickstride setup while defendingThe Morale boost doesn't apply when garrisoned — use the Garrison setup instead
Running the Garrison setup without Garrison – DurationWithout it the Regroup window is tiny and the setup loses most of its value
Using Quick March when your march speed doesn't cross the 50% thresholdIf you can't cross it, take the passive Battlestreak – Morale Boost instead
Slotting Hybrid Squad (4+1) without running a mixed squadNo mixed squad? Replace it with a card of the same type as the rest of the deck

C. Myths, outdated info & version differences

What people sayReality
"You need Profession level 80 to unlock Core slot 1"Outdated. Lowered from 80 to 50 on 2025-07-30
"Tactics Cards end after Season 4"Myth. They've been permanent since S4 and are still used in S5/S6/S7
"You keep all your cards at season end"Myth. Battle / Resource Cards are removed and converted to Profession EXP; only Core Cards carry over
"The 4+1 Hybrid Squad card is a must-have, just slot it"Half true. Exists in S4/S5 but is weak until leveled; removed entirely in S6 (replaced by single-type Universal cards)
"Battle Cards cap at level 7"True for S4/S5 (level 10 with the UR trait); raised to 12 from S6
"Bomb cards only exist from Season 5"Correct. Bomb (Destruction) cards were added in S5; S4 has none (and ruin removal is Engineer-only)
"There are 15 SSR Battle Cards"Sources disagree. Cpt Hedgehog says 12 in S4, 15 in S5. Trust your in-game Collection
"There are lots of SSR Resource Cards, pick your favourites"Wrong. There are only 4 SSR Resource Cards in total — the goal is to collect and equip all four
"Switching a Lineup Preset switches my Tactics Cards too"Wrong. Lineup Preset only stores Heroes / Gear / Data Chips — cards must be switched by hand

If you're on an S4 server:a lot of guides online are written for S5/S6 and quietly mix in Bomb cards, a level-12 cap, or “the 4+1 card is gone”. On S4, follow the S4 rules in this guide.If you see one of the differences above, don't panic — it just means that guide is from a later season.

Glossary — quick terms

Look here first if a term above is unfamiliar.

TermMeaning
Professional HallThe building where you manage Tactics Cards
Profession EXPThe currency used to level Core Cards
Tactical FragmentsThe currency used to level Battle / Resource Cards, from dismantling
EnhanceLevel up (spends Profession EXP)
AscendStar up by feeding duplicate copies of the same Core Card
DismantleScrap a card into Tactical Fragments
Reset TokenItem that refunds the Profession EXP spent on a Core Card
MoraleA stacking combat stat gained from certain cards and PvP wins
GarrisonDefensive reinforcement of a city or stronghold
Blood Night DescendThe recurring event where you kill World Zombies / Doom Elites for cards
Doom Elite / Oni GeneralHigh-value PvE targets; Oni Generals are alliance kills that reward blue packs
PvE / PvPVersus environment (monsters) / versus players
Loadout SettingsThe bottom-right menu for saving decks: Favourites (3 custom decks) and Recommended (5 built-in scenarios)
Lineup PresetUnlocks 20 days after server open; saves Heroes / Gear / Data Chips in one tap — but not your Tactics Cards
Defensive RegroupThe Garrison active skill that sends a squad home instantly so it can reinforce again (up to 60 min with Garrison – Duration)
Main BoostA card's fixed primary effect, which grows as you level it
Random Secondary Stats2–3 traits rolled once when you get a card, then fixed forever
Tactics Card Level UpThe gold UR trait that breaks the level cap: each one is +1 level, all three = level 10
Exclusive WeaponA hero's signature weapon (e.g. Murphy's) — nice to have, rarely a hard requirement
Guide organized by AgentNunya007, SpicyZarikoザリ子 & TsukinoLingリン子. Visual guide by AgentNunya007. For 1620 DIBz&DIBs. Compiled from English and Chinese community sources (lastwartutorial.com, Cpt Hedgehog's Season 4 & 5 Tactics Cards guide, grindnstrat.com), cross-checked in August 2026 — always trust the numbers shown in your own game client.