Back to Pre-Season 1

Pre-Season 1 Timeline & Week-by-Week Roadmap

Season Overview · 2026-04-25

How Pre-Season 1 Plays Out

Pre-Season 1 lasts roughly 70-120 days depending on server activity. There are no cross-server wars and no season-specific mechanics — the game is at its simplest. That simplicity is your advantage. Use it to build a foundation strong enough that you enter Season 1 competing rather than catching up.

The Pre-Season Finish Line

HQ 30, T10 troops, geared mono-Tank squad, established alliance. That is the bar. Players who hit it enter Season 1 ready. Players who do not spend the first half of Season 1 catching up — and most never close the gap. Every week of Pre-Season 1 should move you toward this checkpoint.

Week 1 — Sprint Phase (HQ 1-10)

The fastest, cheapest week of your entire account's life. Timers are short, resources are abundant, and the tutorial showers you with rewards.

  • Rush HQ non-stop — use speedups freely. Timers are cheap; saving them now is wasted value
  • Follow the tutorial — it gives gems, speedups, and resources you cannot get elsewhere
  • Join an alliance on day one — alliance help compounds from the moment you join. Even a mediocre alliance is better than no alliance for the first week
  • Start collecting Tank heroes — Kimberly, Murphy, Williams, Stetmann, Marshall. Every shard you can grab
  • Goal: HQ 10-12 by end of week

Week 2 — Mono-Tank Squad Forms (HQ 12-15)

Your squad takes shape. The 20% mono-type bonus is the single biggest combat multiplier you have early — go pure Tank and stay there.

  • Push HQ 15 — most active players hit this in week 2
  • 5 Tank heroes equipped — your squad should be Tank-only by HQ 15
  • Drone Centre unlocks at HQ 15 — start building it the moment it opens. Global stat bonuses affect everything
  • Tech Centre matches HQ — required for almost every HQ upgrade from here onward
  • Goal: HQ 15-16, mono-Tank squad complete, Drone Centre under construction

Week 3 — Drone and Chip Lab (HQ 15-20)

The Drone Centre is the largest single combat power source you have unlocked. Treat it like a second HQ.

  • Drone parts daily — every event that drops parts matters. Do not skip Drone Mission
  • Chip Lab unlocks — start chip upgrades. The combat stat increases are significant
  • Hero Trial daily — runs every day, gives shards and EXP
  • Sky Predator and Marshal's Guard start mattering for alliance coordination
  • Goal: HQ 18-20, Drone Lv5+, Chip Lab active

Week 4-5 — The First Real Plateau (HQ 20-22)

This is where the game stops feeling like a sprint. Timers stretch into hours and days. Speedups become precious.

  • Alliance Duel VS is now meaningful — Day 5 (Mobilisation) is where saved speedups pay off
  • Save Mon-Thu speedups for Day 5 training — this discipline starts now
  • Gold gear crafting begins to matter as your heroes hit higher levels
  • Push T7 → T8 troops — promote rather than train where possible
  • Goal: HQ 22, T8 troops, first VS week with intentional banking

Week 6-7 — Mid-Pre-Season Power Spike (HQ 22-25)

Resource costs climb sharply. This is where players who spent speedups carelessly start to fall behind.

  • HQ 25 is the resource-spike threshold — costs roughly double from this point
  • Save resource chests — do not crack them just to unlock the next research. Save for HQ 27+
  • First gold gear pieces — Kimberly Gun first, then Murphy Radar, Marshall Gun, Stetmann Gun, Williams Radar
  • Hero stars matter now — Kimberly and Murphy to 4 stars unlocks Super Sensory passive
  • Goal: HQ 24-25, two gold gear pieces, Kimberly and Murphy 4-star

Week 8-9 — Approaching the Finish Line (HQ 25-28)

The last stretch before HQ 30. This is where players who banked correctly leap ahead and players who did not stall.

  • Tech Centre is the bottleneck — it must hit Lv30 to unlock T10. Start the long research nodes now
  • Special Forces research begins gating T10 — see the T10 Troops Guide
  • Valor Badges start mattering — collect from every event
  • Aircraft hero shards — collect passively, do not invest yet
  • Goal: HQ 27-28, Tech Centre at or near 30, T10 prerequisites in motion

Week 10+ — HQ 30 Push and Aircraft Pivot (HQ 28-30)

The pre-season finish line. T10 troops, the second squad question, and Season 1 prep all converge here.

  • HQ 30 unlocks T10 troops — promote into them rather than training from scratch
  • Day 70-90: begin Aircraft squad — but only if your Tank squad has 3+ gold gear pieces and 4-star carries
  • Aircraft squad goal: 5 Aircraft heroes equipped by Day 90
  • Day 90-120: Aircraft becomes functional, Tank stays primary
  • Goal: HQ 30, T10 trained, Tank squad fully geared, Aircraft squad started
The Second-Squad Trap

A half-built Tank squad and a half-built Aircraft squad is worse than one fully-built Tank squad in every situation. If your Tank squad is not 3+ gold gear pieces and 4-star on carries by Day 70, do not start Aircraft. Finish what you started.

The Weekly Cycle (From Week 4 Onward)

Once you reach HQ 20, the server settles into a steady rhythm:

DayWhat You Do
MondayVS Day 1 (Radar). Reset day for weekly events. Plan the week's speedup spending
TuesdayVS Day 2 (Building). Building speedup focus. Save the rest for Friday
WednesdayVS Day 3 (Research). Research speedup focus. Save general speedups
ThursdayVS Day 4 (Heroes). Hero items, gear upgrades
FridayVS Day 5 (Mobilisation). All saved speedups for waterfall training
SaturdayVS Day 6 (Combat). Marshal's Guard, peak combat day
SundayCross-server events, alliance championship, recovery

The Pre-Season 1 → Season 1 Transition

Around day 70-120, the pre-season ends and Season 1 begins. Your account, alliance, and progress carry forward. What changes:

  • HQ cap rises to 35 — but stays at 30 for most of Season 1
  • T11 troops become possible (later in the season) — T10 is your immediate goal
  • Oil becomes a resource — Age of Oil tech tree opens
  • Exclusive Weapons unlock — the biggest power system in the game
  • Cross-server content — SvS, cross-server wars become available

See the Season 1 Timeline Guide for what to do when you arrive.

Common Pre-Season Mistakes

  1. Stalling HQ to "save resources" — you save resources to push HQ, not the other way around
  2. Building mixed squads — you lose the 20% mono-type bonus. Stay mono-Tank
  3. Starting Aircraft before Tank is finished — half-built squads lose to fully-built squads of any type
  4. Spending gems on summons or speedups — save gems for VIP. VIP 6 (second builder) doubles your build speed permanently
  5. Skipping events because you "are not ready" — partial participation still earns rewards. Show up
  6. Joining alliances late — alliance help and tech are too valuable to miss. Day-one priority
  7. Ignoring the Drone Centre — global stat bonuses affect every fight. Start at HQ 15 immediately
  8. Not saving Mon-Thu speedups for VS Day 5 — Friday's 4x training multiplier is the most valuable single-day reward in the game
  9. Treating pre-season like a stockpile phase — spend on HQ pushes. The goal is to arrive at Season 1 strong, not arrive with a full warehouse
  10. Cracking resource chests too early — save them for HQ 27+ when costs spike

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