🪓 Viking Vengeance

Viking Vengeance guide

Twenty waves of raiders, forty minutes, one alliance holding the line. Which waves actually decide your score — and the reinforcement play most alliances miss.

Viking Vengeance in one breath: a recurring alliance defense event (typically Tuesdays and Thursdays, ~40 minutes) where 20 escalating waves of Vikings attack your members and, twice, your alliance HQ. A wave is defended when your side kills at least half its troops. Score comes from smart reinforcement — not raw power.

The wave map — where the points live

All twenty waves count, but five of them decide your event:

WaveTargetWhy it matters
7Online members onlyFirst of the three highest-scoring member waves
10Alliance HQFirst HQ siege — garrison must hold
14Online members onlySecond big member wave
17Online members onlyThird and hardest member wave
20Alliance HQThe finale — biggest siege of the event

The detail that changes everything: waves 7, 14 and 17 target online members only. An online city stuffed with alliance reinforcements soaks a huge wave and converts it into points; an offline or empty city just doesn't get the chance.

⚠️ Wave targeting and schedules can shift with game updates — confirm against your own event screen and battle logs.

The strategy: turn your cities into kill-boxes

  • Be online, visibly. Since the big waves only hit online players, every member logged in during the event is another target the alliance can farm points through.
  • Reinforce before 7, 14 and 17. Pile reinforcements into the online cities that can hold them — kills scored by reinforcements are the event's biggest point source. Coordinate who gets stacked in alliance chat before the wave lands, not during.
  • Empty the barracks. Troops sitting at home in someone else's wave earn nothing. Send them out as reinforcements so they're where the fighting is. Community consensus
  • Garrison heroes matter. Your city's Guard Station heroes buff every troop defending there — including the reinforcements your allies parked with you. Put your three strongest defensive heroes in before the event.
  • Save your best for the HQ sieges. Waves 10 and 20 hit the alliance headquarters — that's where your strongest defenders and hero lineups should be committed, especially for the wave-20 finale.
The 50% rule: a wave counts as defended when at least half its troops die. That's why concentration beats dispersion — five heavily-stacked cities that each butcher their wave outscore twenty half-defended ones.

Heroes & setup Community consensus

This is a defense event: garrison and defensive-buff heroes carry it, and community guides converge on a short list of top garrison anchors. Rather than freeze a list that shifts every patch, check the current defensive picks in our ranked data before the event:

➡️ Hero tier list (garrison role) · Hero database

Rewards

Defended waves feed both individual rewards and your alliance ranking, and the headline payout is Governor Gear crafting materials — one of the steadier sources of the mats behind the gear scores in our Gear Planner. Twice a week, forty minutes, materials you can't reliably farm elsewhere: it's among the best time-for-value events the game runs.

The R4/R5 two-minute brief before each run

  • Ping the alliance ~15 minutes out: "Vikings at [time] — be ONLINE." (A copy-ready event reminder does it in one paste.)
  • Name the 4–6 stack cities for the member waves and tell everyone else to send reinforcements there.
  • Confirm Guard Station heroes are set in the stack cities.
  • Assign who reinforces the HQ for waves 10 and 20.