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:
| Season | Theme | What changed for Tactics Cards |
|---|---|---|
| S4 “Evernight Isle” from July 2025 | Blood Night Descend | Tactics Cards launch (this guide covers S4) |
| S5 “Wild West” | Crystal & Gold | New Bomb (Destruction) card type; new destruction-oriented Core Cards |
| S6 “Lost Rainforest” from April 2026 | Three Tribes | Hybrid Squad (4+1) card removed; Battle Card level cap 7 → 12 |
| S7 (current latest) from mid-2026 | Hero Awakening | Hero 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).
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
| Type | What it does | Kept after season ends? |
|---|---|---|
| Core Cards | Base stats + a tactical skill (passive or active), usable forever | Permanent |
| Battle Cards | Boost PvP / PvE combat performance | Season-only, removed at season end |
| Resource Cards | Boost gathering, plunder and card-generation economy | Season-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
| Rarity | Colour | Notes |
|---|---|---|
| UR | Gold | Highest; Core Cards are usually here |
| SSR | Purple | The main tier for Battle / Resource Cards |
| SR | Blue | Transitional; dismantle material |
| R | Green | Base 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:
| Icon | Colour | Type | Role | Practical verdict |
|---|---|---|---|---|
| Diamond | Grey | Universal | Standalone abilities that don't need combos — fine on their own | Most flexible. Co-exists happily with any other type; easiest for beginners |
| Boots | Green | Quickstride | Faster marches, plus a Morale boost scaled off your march speed | Great in big fights — ride the Morale boost to snowball kills |
| Shield | Blue | Garrison | Fewer deaths + a unique Regroup skill that sends squads home instantly | Can flip a city / stronghold fight when several people run it |
| Fist | Red | Battlestreak | Continuous fighting: buffs squads that aren't at full strength and boosts follow-up attacks without returning to base | Cpt Hedgehog: “generally less interesting, not something we've used” |
| Bomb | Orange | Destruction | Higher 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:
| Axis | Named after | Values | Determines |
|---|---|---|---|
| Faction | Where the card "comes from" | Purgator / Harvester / Warmind / Windrusher / Bulwark / Universal | The card's identity, artwork and thematic flavour |
| Icon Type | What the card "does" | Universal / Quickstride / Garrison / Battlestreak / Destruction | Its tactical role and how it synergises |
How the two map onto each other
| Faction name | Icon type | Proof |
|---|---|---|
| Windrusher | Quickstride | Windrusher – Rapid March ↔ Quickstride – Quick March |
| Bulwark | Garrison | Bulwark – Morale Boost ↔ Garrison – Morale Boost |
| Warmind | Battlestreak | Warmind – Morale Boost ↔ Battlestreak – Morale Boost |
| Purgator | PvE-only (both use the same name) | Both call it Purgator – Monster Slayer |
| Harvester | Economy (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 Cards | Regular Cards (Battle + Resource) | |
|---|---|---|
| Rarity | UR (gold) | SSR purple / SR blue / R green |
| Slots | 2 | 4 Battle + 4 Resource |
| Level cap | 10 | 7 (up to 10 with UR breakthrough traits; 12 from S6) |
| Upgrade resource | Profession EXP + duplicates (Ascend) | Tactical Fragments |
| Kept between seasons | Permanent, works in the off-season too | Removed at season end |
| Swap restriction | Troops home + not on active cooldown | Troops home and idle |
| Random sub-stats | None (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 Card | Faction | Role | Base effect | Tactical skill |
|---|---|---|---|---|
| Purgator – Monster Slayer | Purgator | PvE / 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 Gather | Harvester | Gathering | Defender hero HP/ATK bonus (up to 10%) | Active, 18h cooldown: instantly collects 100% of the remaining resources at a chosen tile |
| Warmind – Morale Boost | Warmind | PvP 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 Rescue | Warmind | PvP 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 Boost | Windrusher | PvP attack (mobility) | Attacker hero HP/ATK bonus (up to 10%) | Passive: converts extra march speed into Morale |
| Windrusher – Rapid Rescue | Windrusher | PvP 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 Boost | Bulwark | Garrison (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 Enhancement | Bulwark | Garrison (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 Training | Universal | Training speed | Defender 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
| Card | Faction | Effect |
|---|---|---|
| Damage Reduction Reversal | Universal | Reduces damage taken when countered (up to 5.1%) |
| Damage Reversal | Universal | Increases damage dealt when you counter the enemy (up to 2.55%) |
| Mixed Formation | Universal | Hero ATK/DEF/HP bonus per troop type in the squad (up to 3%) |
| Attribute Aura | Universal | ATK/DEF/HP bonus for the 1st squad in world-map PvP (up to 4%) |
| Efficient Unity | Universal | Bonus to all troop types when running 4 heroes of the same type |
| Purgator – Attribute Aura | Purgator | ATK/DEF/HP bonus at the start of a PvE fight (up to 6%) |
| Warmind – Lethality Resistance | Warmind | Reduces losses after a PvP win |
| Warmind – Attribute Aura | Warmind | ATK/DEF/HP bonus on PvP win streaks |
| Warmind – Speed Surge | Warmind | March speed bonus after a PvP win |
| Warmind – One Against Ten | Warmind | Reduces the stat penalty for under-strength squads (up to 30% — great in 3v3 Arena) |
| Windrusher – Rapid March | Windrusher | March speed (up to 18%) |
| Windrusher – Attribute Aura | Windrusher | ATK/DEF/HP bonus every 8 tiles moved |
| Windrusher – Lethality Burst | Windrusher | Crit rate bonus every 8 tiles moved |
| Bulwark – Attribute Aura | Bulwark | ATK/DEF/HP bonus at the start of a defensive reinforcement |
| Bulwark – Lethality Resistance | Bulwark | Reduces 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
| Card | Type | Key number | Why it matters |
|---|---|---|---|
| Hybrid Squad (4+1) | Universal | Keeps the full 20% same-type bonus | Lets you slot one off-type hero while still getting the bonus of a pure squad. S4/S5 only — deleted in S6 |
| Counter Reversal | Universal | Starts at just 1.5% per side | More damage dealt and less taken when you're the one being countered. Terrible start, excellent scaling — it genuinely flips losing matchups once leveled |
| Zombie Killer | Universal | — | 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:
| Card | Faction | Effect |
|---|---|---|
| Harvester – Treasure Hunter | Harvester | Gathering 100k resources in one run → 1 R pack (upgrading lowers the threshold) |
| Purgator – Treasure Hunter | Purgator | Killing enough monsters → a green pack (about 11 kills per proc at current levels) |
| Warmind – Treasure Hunter | Warmind | 3–5 consecutive PvP wins → an R pack |
| Bulwark – Treasure Hunter | Bulwark | Winning a defensive reinforcement → an R pack |
| Warmind – Plunder Tycoon | Warmind | Raises the daily plunder cap (up to 12%) |
| Purgator – Resource Hunger | Purgator | Extra resources from zombie kills (up to 12%) |
| Purgator – Night Snatcher | Purgator | Extra Profession EXP from zombie kills (up to 12%) |
| Master Healer | Universal | Reduces resources spent on healing |
| Helping Hand | Universal | Extends the speed-up duration of ally help |
| Gold/Iron Digger, Agriculture Giant | Universal | Gold / 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
| Source | How it works | Daily cap |
|---|---|---|
| Blood Night Descend — kill World Zombies / Doom Elites | First kills drop cards; not every level drops cards | 5 / day |
| Resource Card procs (Treasure Hunter family) | Triggered by gathering, kills and PvP win streaks | 20 / day |
| Card Packs | Four pack colours; opening them gives cards | Not capped by the above |
| Points track (5,000 points) | Opening packs earns points toward rewards | Loops unlimited times |
| Magatama Shop | Weekly refresh; sells gold / purple / blue packs | — |
| Alliance rewards | Killing Oni Generals → blue packs by mail | — |
| Mini Maneki-neko | Event reward | — |
| Blood Night Hunter rewards | Grants 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
| Pack | Colour / rarity | What drops |
|---|---|---|
| Gold pack | UR | Core Cards only |
| Purple pack | SSR | Mostly SSR Battle Cards, small chance at a Core Card |
| Blue pack | SR | Even smaller chance at a Core Card |
| Green pack | R | No 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
- 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).
- 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)
| Level | EXP for that level | Cumulative |
|---|---|---|
| 1→2 | 2,000,000 | 2,000,000 |
| 2→3 | 2,000,000 | 4,000,000 |
| 3→4 | 2,500,000 | 6,500,000 |
| 4→5 | 2,500,000 | 9,000,000 |
| 5→6 | 3,000,000 | 12,000,000 |
| 6→7 | 3,000,000 | 15,000,000 |
| 7→8 | 4,000,000 | 19,000,000 |
| 8→9 | 5,000,000 | 24,000,000 |
| 9→10 | 6,000,000 | 30,000,000 |
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:
| Rarity | Fragments when dismantled |
|---|---|
| SSR (purple) | 500 |
| SR (blue) | 200 |
| R (green) | 100 |
SSR Battle Card leveling cost (fragments, exact)
| Level | Fragments for that level | Cumulative |
|---|---|---|
| 1→2 | 5,000 | 5,000 |
| 2→3 | 8,000 | 13,000 |
| 3→4 | 10,000 | 23,000 |
| 4→5 | 12,000 | 35,000 |
| 5→6 | 14,000 | 49,000 |
| 6→7 | 16,000 | 65,000 |
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
| Quality | Colour | Typical traits | Value |
|---|---|---|---|
| UR | Gold | Tactics Card Level Up | Always keep |
| SSR | Purple | Higher PvP ATK/DEF/HP (while attacking or defending), damage dealt / taken when countered | Real combat impact |
| R | Grey | Load capacity, durability-damage improvements, minor PvP bonuses | Better 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:
| Feature | What it does |
|---|---|
| Favourites | Save up to 3 custom decks of your own design. Once saved, switching between them is a single tap. |
| Recommended | The 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
| Scenario | Core Cards (2 slots) | Battle Cards (4 slots) |
|---|---|---|
| PvE — zombies, first kills, stronghold bosses | Purgator – Monster Slayer + any | Zombie Killer, Purgator Attribute Aura, anything with "reduces monster damage" |
| PvP — attacking / roaming | Warmind – Morale Boost + a Windrusher mobility card | Hybrid Squad (4+1), Counter Reversal, Quickstride speed cards |
| Garrison — city / strongholds | Bulwark – Morale Boost + Bulwark Comprehensive Enhancement | Garrison buff cards, casualty-reduction cards |
| Gathering / economy | Harvester – Rapid Gather + a Resource Card | Fill 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
| Slot | Card |
|---|---|
| Core 1 | Quickstride – Morale Boost |
| Core 2 | Quickstride – Quick March (active) or Battlestreak – Morale Boost (passive, less micromanagement) |
| Battle 1 | Hybrid Squad (4+1) |
| Battle 2 | Counter Reversal |
| Battle 3 | Quickstride – Attribute Boost |
| Battle 4 | Quickstride – 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
| Slot | Card |
|---|---|
| Core 1 | Garrison – Defensive Regroup (active) |
| Core 2 | Garrison – Morale Boost |
| Battle 1 | Hybrid Squad (4+1) |
| Battle 2 | Counter Reversal |
| Battle 3 | Garrison – Duration (the key card) |
| Battle 4 | Garrison – 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
| Slot | Card |
|---|---|
| Core 1 | Purgator – Monster Slayer |
| Core 2 | Quickstride – Morale Boost |
| Battle 1 | Hybrid Squad (4+1) |
| Battle 2 | Counter Reversal |
| Battle 3 | Zombie Killer |
| Battle 4 | Anything 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 hero | Lineup | Why it works |
|---|---|---|
| Tank + Adam | Scarlett (important) + Murphy, Adam + Marshall + Kimberly | The Scarlett + Adam synergy is nearly unstoppable and gives a huge boost against Aircraft |
| Air + Murphy | DVA + Lucius, Murphy + Morrison + Schuyler | Murphy keeps the squad alive much longer and provides physical damage resistance. Exclusive Weapon level 10 is recommended, but level 1 already works wonders |
| Missile + Lucius | Lucius + Swift, Tesla + Fiona + Adam | Lucius 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
- 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.
- 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.
| Priority | Action | Why |
|---|---|---|
| 1 | Max Purgator – Monster Slayer first | Virus Resistance is a hard gate early in the season; zombie kills, first kills and strongholds all depend on it — fastest payback |
| 2 | Put Treasure Hunter cards in Resource slots and hit the 20-cards-per-day cap | Cards generate cards — this is the engine of the whole season's snowball |
| 3 | Open packs and push the 5,000-point loop for the Core Card Choice Kit | The most reliable free-to-play route to more Core Cards |
| 4 | Dismantle duplicates and feed the fragments to your main Battle Cards | Fragments are the only way to level Battle / Resource Cards — don't hoard junk |
| 5 | Pour Profession EXP into 1–2 Core Cards only | Maxing one card costs ~30M EXP; spreading it means nothing is maxed |
| 6 | Keep cards with the “Tactics Card Level Up” trait | They raise the main effect and break the normal level cap — better value than random sub-stats |
| 7 | Prefer cards with 3 stats where at least one is purple — but never burn packs rerolling for it | Main effect > sub-stats. A perfect roll is a bonus, not a goal |
| 8 | On 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
- Open the Professional Hall and actually equip the free cards (owning them isn't enough).
- Core slot 1: Purgator – Monster Slayer. Slot 2 depends on your playstyle (Morale Boost if you fight, Harvester if you farm).
- Go to the bottom-right button and set up your 3 Favourites (attack / garrison / PvE) so you can swap decks with one tap later.
- Fill Resource slots with Treasure Hunter cards, and treat gathering/killing as a daily — get those 20 cards per day.
- Never miss Blood Night Descend: first-kill World Zombies and Doom Elites for the 5 cards per day.
- Open your packs and watch the 5,000-point tier for the Core Choice Kit.
- Skip the 4+1 card, don't chase 3 random stats, don't level random purple cards.
- 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)
| Mistake | Do this instead |
|---|---|
| Spreading Profession EXP thin | Focus on 1–2 Core Cards; max one before starting another (level 5 = 9M is your first checkpoint) |
| Trashing or ignoring duplicate Core Cards | Core Cards need duplicates to Ascend — they are a scarce resource |
| Chasing a perfect 3-stat roll and burning packs | Main effect beats random stats; the difference is tiny |
| Forcing the 4+1 card early | It starts at ~1%; it only earns its slot at 5%+ |
| Not dismantling cards before season end | They convert to Profession EXP at a poor rate — dismantle them first |
| Missing the 20-cards-per-day cap | That's the snowball engine; every missed day is gone |
| Hoarding unused cards instead of dismantling them | Dismantle 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)
| Mistake | Do this instead |
|---|---|
| Hoarding cards without equipping them | A card only works when it's in your deck |
| Trying to swap cards with troops outside | All troops must be home and idle before you can change the deck |
| Trying to swap a Core Card that's on active cooldown | Core Cards cannot be swapped while their active skill is cooling down — wait it out |
| Equipping two copies of the same card | The 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 skills | Actives 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 points | Rapid Gather does not generate Duel VS points |
| Running the Quickstride setup while defending | The Morale boost doesn't apply when garrisoned — use the Garrison setup instead |
| Running the Garrison setup without Garrison – Duration | Without 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% threshold | If you can't cross it, take the passive Battlestreak – Morale Boost instead |
| Slotting Hybrid Squad (4+1) without running a mixed squad | No 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 say | Reality |
|---|---|
| "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.
| Term | Meaning |
|---|---|
| Professional Hall | The building where you manage Tactics Cards |
| Profession EXP | The currency used to level Core Cards |
| Tactical Fragments | The currency used to level Battle / Resource Cards, from dismantling |
| Enhance | Level up (spends Profession EXP) |
| Ascend | Star up by feeding duplicate copies of the same Core Card |
| Dismantle | Scrap a card into Tactical Fragments |
| Reset Token | Item that refunds the Profession EXP spent on a Core Card |
| Morale | A stacking combat stat gained from certain cards and PvP wins |
| Garrison | Defensive reinforcement of a city or stronghold |
| Blood Night Descend | The recurring event where you kill World Zombies / Doom Elites for cards |
| Doom Elite / Oni General | High-value PvE targets; Oni Generals are alliance kills that reward blue packs |
| PvE / PvP | Versus environment (monsters) / versus players |
| Loadout Settings | The bottom-right menu for saving decks: Favourites (3 custom decks) and Recommended (5 built-in scenarios) |
| Lineup Preset | Unlocks 20 days after server open; saves Heroes / Gear / Data Chips in one tap — but not your Tactics Cards |
| Defensive Regroup | The Garrison active skill that sends a squad home instantly so it can reinforce again (up to 60 min with Garrison – Duration) |
| Main Boost | A card's fixed primary effect, which grows as you level it |
| Random Secondary Stats | 2–3 traits rolled once when you get a card, then fixed forever |
| Tactics Card Level Up | The gold UR trait that breaks the level cap: each one is +1 level, all three = level 10 |
| Exclusive Weapon | A hero's signature weapon (e.g. Murphy's) — nice to have, rarely a hard requirement |