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War Leader (Warlord) Profession Tree — Seasons 2 to 6 (Lv 40→100 + Every Seasonal Column)

Profession · 2026-08-11

What This Guide Covers

War Leader = the war-phase pick — not for early season

War Leader is for the war phase: once your base is built and your alliance is actually fighting (Desert Storm, Capital Conquest, SvS, Faction Duel). If a new season just started and you're still building, switch back to Engineer for now and come back here when the wars begin — a War Leader with nothing to fight is just a slower-building Engineer. Switching costs a scarce Profession Change Certificate and resets your points, so budget one clean switch per season. Full stage-by-stage decision table in the Profession System Guide.

Season 1 has its own tier-by-tier walkthrough — Warlord Profession Tree (Season 1). This guide covers everything from Season 2 onward for the War Leader profession (the in-game name for what the community calls "Warlord").

PropertyDetail
ProfessionWar Leader / Warlord (military / combat) — the permanent core; see the [Profession System Guide](/guides/general/profession-system-guide/) for Engineer vs War Leader
Points budgetA bit over one skill point per Profession Level (level-up milestones add a few): Season 1 = 45 points at Lv 40, so Season 2 ≈ 75+ at Lv 70 and Season 3+ ≈ 105+ at Lv 100 — confirm the exact total in your client. Skill Point consumables add more on top
Level capS2 = Lv 70 · S3 onward = Lv 100 (S1 = Lv 40, in its own guide)
Permanent skillsLeft + middle columns — the same tree every season, carry forward; a higher cap just reaches more tiers
Seasonal skillsRight column (shared with Engineer) — swapped every season, refunded at season end, so spend freely
RespecA Profession Skill Reset Book fully respecs; seasonal (right-column) points auto-refund each season end
The core tree is the same every season — only the cap and the right column change

Your permanent War Leader skills (left + middle columns) do not change from season to season. What changes is (1) the Profession Level cap, which rises and unlocks more tiers of the same core tree, and (2) the right-column seasonal skills, swapped out completely every season and refunded when the season ends. There is no separate "Season 4 core build" — one War Leader core tree that reaches higher, plus a new seasonal column each season. The seasonal column is identical to the Engineer's — the professions differ only in the permanent core.

Confidence note

The Lv 1–70 skill names, tiers and max levels are captured in-game and verified (see the S2 allocation page); the Lv 75–100 tiers are projected and flagged as such below. Exact effect percentages, the per-season point budget and the precise spend order are recommendations — confirm the live numbers and your current cap in your own client. (The real garrison/reinforce skills are Tactical Garrison, Garrison Boost, Garrison Haste, Rally Guard and Hold the Base — not "Tactical Reinforce" or "Reinforce Strengthen", which are not real skills.)

Profession Level Cap by Season

SeasonProfession Level cap → core tiers reached
Season 1 — Crimson PlagueLv 40 (tiers up to Lv 40 — see the S1 guide)
Season 2 — Polar WorldLv 70 — unlocks core tiers Lv 45–70
Season 3 — Golden Realm onwardLv 100 — unlocks the full core tree to Lv 100

This matters more for War Leader than for Engineer: the game's strongest defensive and rally skills — Hold the Base and Rally Guard (Lv 45) — sit above the S1 cap, so they only come online from Season 2 (Lv 45). Higher Season 3 tiers (Lv 75–100) add more, but those are projected until confirmed on a live account (see the note below).

The Extended War Leader Core Tree (Lv 45 → 70)

These are the tiers that open above the Season 1 Lv 40 cap. Season 2 reaches Lv 45–70. Exactly two skills unlock per tier (every 5 levels):

TierSkills (max level)
Lv 45Hold the Base (5) · Rally Guard (5)
Lv 50Base Strike (5) · Destruction Mine (5)
Lv 55Hyper War Fever (5) · Rally Vanguard (5)
Lv 60Riot Control (5) · Efficient Training (5)
Lv 65Combat Raider (5) · Banner Upgrade (1)
Lv 70Assault Squad (5) · Provocation (5)

The full Lv 1–70 tree (both columns, with assign/priority for a war build) is on the Season 2 Profession Point Allocation page — captured in-game and verified against the game data.

Lv 75–100 tiers — projected, not yet in-game verified

Season 3 raises the cap to Lv 100, unlocking five more tiers. Those tiers are not yet confirmed in-game — the raw game data mixes overlapping legacy/season layers that can't be auto-resolved into the exact live tree, so we won't print specific Lv 75–100 skill names (Warzone Protector, Arena Expert and the like) that we haven't seen on a live Season 3 account. The shape is reliable (two skills per tier, same defensive/offensive split); we'll lock in the exact Lv 75–100 skills the moment a Season 3 account can confirm them. If you're there, send a screenshot.

How to Spend Your Points (Every Season)

The order is the same every season — only how far you get down it depends on your cap and points:

  1. Seasonal EXP-snowball first (right column). Max the recurring EXP skills before anything else — they multiply your point income. These four are in every season's column: Combat Experience, Building Inspiration I, Double Exchange, Professional Insights (see the note under the seasonal section below).
  2. The permanent War Leader core. Max the combat package first: Team Strike (rally damage), the garrison wall — Tactical Garrison / Garrison Boost / Garrison Haste (Lv 25–35) — and capacity/sustain — Hospital Prep / Intensive Training / Warfare Supplies (all reached by Lv 40, covered in the S1 guide).
  3. The higher core tiers (Lv 45–70), as your cap allows. Best value first: Hold the Base + Rally Guard (Lv 45, max 5 each) — the defensive payoff, take them the moment S2 opens Lv 45; then the offensive core Base Strike (Lv 50), Combat Raider (Lv 65) and Assault Squad (Lv 70); keep the army big through a long war with Efficient Training (Lv 60). (Season 3 adds Lv 75–100 tiers — not yet in-game verified, see the note above.)
  4. This season's signature seasonal skills (the themed right-column picks — listed per season below).
  5. Skip / defer, then reset at cap. Deprioritise the mine node (Destruction Mine) unless you're on the offensive, and skip the low-value fillers (Disguise, Decay Ray, Charge Banner, Banner Upgrade). Once you're at the cap, the EXP-snowball skills have done their job — reset them (Skill Reset Book / season-end refund) into permanent combat value.

The Exact Point-Spend — Every Level (Lv 1 → 100)

You earn about one skill point per Profession Level (level-up milestones add a few extra — Season 1 totals 45 points at the Lv 40 cap, and later seasons scale up similarly). These tables show which skill to put each level's point into, to the Lv 100 cap, with cap lines marking where each season stops; the handful of bonus points let you finish the last skill in each band.

Best practice: level with seasonal, finish without it

The right-column seasonal points are refunded at season end, so they are not part of your permanent build — they're a temporary levelling booster. So there are two tables, and you use both, in sequence:

  • While levelling → Version B (seasonal EXP skills first) — the fastest way to the cap.
  • At max level → Version A (core only) — once seasonal refunds, this is your permanent end-state build. For War Leader that is a PvP / combat build: rally damage (Team Strike), the garrison wall (Tactical Garrison, Garrison Boost, Hold the Base, Rally Guard) and attack/rally (Base Strike, Combat Raider, Assault Squad), with capacity skills to keep your army big through a war.

Version A — Final at-cap PvP build (core only, seasonal refunded)

Profession LevelPut your point(s) intoPts
Lv 1–4— spare point → bank it or a seasonal skill —·
Lv 5Hospital Prep5
Lv 6–10Drill Ground Prep5
Lv 11–14Craze4
Lv 15–19Intensive Training5
Lv 20–24Warfare Supplies5
Lv 25–29Garrison Haste5
Lv 30–34Team Strike5
Lv 35–39Tactical Garrison5
Lv 40Garrison Boost1
↑ Season 1 cap — Lv 40
Lv 41–44Garrison Boost4
Lv 45–49Hold the Base5
Lv 50–54Rally Guard5
Lv 55Craze1
Lv 56–60Winning Pursuit5
Lv 61–64Riot Control4
Lv 65–69Combat Raider5
Lv 70Assault Squad5
↑ Season 2 cap — Lv 70

Version B — Levelling route (seasonal EXP skills first, refunded at cap)

Profession LevelPut your point(s) intoPts
Lv 1–3Combat Experience †3
Lv 4–6Building Inspiration I †3
Lv 7–11Professional Insights †5
Lv 12–14Double Exchange †3
Lv 15–19Hospital Prep5
Lv 20–24Intensive Training5
Lv 25–29Warfare Supplies5
Lv 30–34Team Strike5
Lv 35–39Tactical Garrison5
Lv 40Garrison Boost1
↑ Season 1 cap — Lv 40
Lv 41–44Garrison Boost4
Lv 45–49Garrison Haste5
Lv 50–54Drill Ground Prep5
Lv 55–59Hold the Base5
Lv 60–64Rally Guard5
Lv 65–69Craze5
Lv 70Winning Pursuit5
↑ Season 2 cap — Lv 70

Recommended order under a ~1-point-per-level model; the seasonal skills are refunded at season end. Confirm exact point income and max levels in your own client.

Season 3+ (Lv 71–100) — projected, not yet in-game verified

Season 3 raises the cap to Lv 100 and adds five more combat tiers to the same core tree. Those exact skills and their spend order are not yet confirmed on a live account, so we're not printing a per-level Lv 71–100 route we haven't verified. The approach is unchanged — keep maxing the attack/garrison skills as each higher tier opens. We'll add the exact Lv 71–100 tables once a Season 3 account can confirm them.

The Seasonal Right Column — Season by Season

The right column is shared with Engineer, different every season, and fully refunded at season end — spend it boldly. In every season the first four picks are the same EXP-snowball skills:

Always spend these seasonal points first (every season)

Combat Experience (more Profession EXP from World-Map monster kills), Building Inspiration I (more EXP from upgrading season buildings), Double Exchange (1:2 season-resource conversion) and Professional Insights (an instant chunk of your current level's EXP). Max each as it unlocks so the rest of the season's points — and the higher core tiers — arrive faster.

The seasonal column is the same set the Engineer sees (see the Engineer S2–S6 guide for the full per-season descriptions). The short version for a fighter:

Season (theme)Seasonal picks a War Leader cares about
S2 — Polar World (frost)EXP snowball → Frost Mine / Frostbomb / Firebomb for map control on the ice battlefield
S3 — Golden Realm (desert)EXP snowball → Sand's Protection (defenders) + Fragile / Shrinking Spell (weaken enemy bases) + Protector's Oath
S4 — Blood Night (Oni)EXP snowball → Hunting Inspiration + the Blood Night Hunter line for the event fights
S5 — Wild WestEXP snowball → Gunslinger Wager (High Noon duels) + the Fortune Train trio; economy otherwise
S6 — Rainforest (territory)EXP snowball → Homeland Attack + Defense or Invasion Attack + Defense (match where your base sits) — the column's direct combat buffs

When to Be War Leader (Recap)

The meta doesn't change season to season: play Engineer early to rush your seasonal buildings, then spend a Profession Change Certificate to switch to War Leader for the mid/late-season wars. The difference from S2 onward is that the payoff tiers (Hold the Base, Rally Guard at Lv 45; Base Strike at Lv 50) are higher up the tree — so the switch is most worthwhile once your profession level is high enough to actually reach them (Lv 45+ in S2). Season 3 adds more payoff tiers higher still (Lv 75–100), projected until confirmed in-game.

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