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Rise of the Ancients

Clan tournamentsEvery 6 days1 day long

The second half of the Tinman pair: the squads themselves, as many and as long-lived as the first half paid for.

One of the game’s most important events

The best event in the game for Valor Points, and the bonus bought on day one is why. What it pays in Silver, Gold, Sacred Potions and Dragon Coins should last you until it comes round again. And the clan’s growth is tied to the Tinman level it holds.

How it runs

The Tinman squads are summoned onto free tiles and the clan attacks them. How many there are, how long they stay and what they pay were all settled the day before, by what the coins bought.

Who can summon them

Only the Clan Leader and Superiors can summon an Ancient squad, and each one needs four free tiles on the map. Everyone else can do nothing until they do, so the day really starts when an officer is at the keyboard.

Every squad has to go down

The squad’s level belongs to the clan and carries between events. A new clan starts at 1, and it only climbs once the previous squad has been put down — so a squad left alive costs twice: the reward for that kill, and the level that would have made every later one pay better.

Up to level 179 it is all or nothing. Above that the payout starts arriving in pieces as you take the squad’s health down — which is a cushion, not a way out. The last share is still behind the kill, and the level never moves without one.

From squad levelWhat is paid, and when
1All of it on the kill
180Half at 50 % health, the rest on the kill
200A third at 66 %, a third at 34 %, the rest on the kill
215A quarter at 75 %, at 50 %, at 25 %, and the rest on the kill

Rewards

Worth knowing

Putting every squad down is not optional for a clan that means to grow: the level is what the rewards scale from, and the level only climbs on a kill.

The squad

AncientEpic Ancient SquadTinman

It carries Golden Guardian Points and pays Golden Guardian Chests. A chest goes to whoever crosses its threshold, so what decides whether you get one is how much you take off in a single attack — not how many times you attack.

  • Golden Guardian Chest
  • Golden Guardian Points
Golden Guardian
IIIGolden Guardian
Signature
ClassMelee
Strength100k
Health300k
vs Mounted+45 %
Leadership74
Ancient Arbalester
IIAncient Arbalester
ClassRanged
Strength72k
Health216k
vs Flying+50 %
Leadership80
Tiger Rider
IITiger Rider
ClassMounted
Strength57k
Health171k
vs Ranged+60 %
Leadership60
Mechanical Griffin
IIMechanical Griffin
ClassFlying
Strength70k
Health210k
vs Melee+80 %
Leadership10

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