Whiteout Survival Hall of Chiefs Guide [2026] — Maximum Points Strategy
Part of the Hall of Chiefs Series:
- Beginner Strategy Hub: Related reading.
- State vs. State Battle Guide: Related reading.
A deep dive into the Hall of Chiefs scoring system. Every action that earns points, how to stack them, the countdown that gets you ready, and the fastest point-earning strategy across the full event lifecycle.
Why Hall of Chiefs Matters
Hall of Chiefs is the highest-stakes scoring event in your state's Generation 1 and Generation 2 lifecycle. Every two weeks or so, you have a window where actions you're already performing — training troops, ascending heroes, upgrading gear — pay out massively if timed correctly. Done well, a single Hall of Chiefs cycle can supply more gems, speedups, and resources than weeks of routine play. Done poorly, you spend the same materials and earn nothing.
The compounding loop is also worth understanding upfront. Reward bundles include shards of the featured "Hero of the Season" (Jeronimo in Generation 1, Philly in Generation 2), which means strong performance in one cycle directly funds Hero Development scoring in subsequent cycles. The players who finish on top stay on top partly because the rewards are themselves point-earning resources.
This guide focuses on one objective: extracting the maximum point yield from every action available, on every day, across the full event lifecycle.
Core Mechanics
Event Structure
Hall of Chiefs is a state-scoped event with sequential daily stages. Each stage lasts exactly one day and rotates at server reset. Two leaderboards run in parallel:
- Stage Ranking — resets to zero at each new stage. Top finishers earn daily rewards.
- Total Ranking — accumulates points across all stages of the event. Top finishers earn end-of-event rewards.
Each stage also offers four tiers of milestone rewards based on personal point thresholds, independent of leaderboard position.
Iteration Variants
Stage layouts and certain point values differ between event iterations. The variants observed across the event's lifecycle:
- First HoC (5 days) — includes a Beast Slay stage; excludes Chief Gear Upgrade.
- Generation 1 (6 days, "Hero of the Season: Jeronimo") — second and third HoC events. Includes a City Construction stage with elevated power values.
- Generation 2 (7 days, "Hero of the Season: Philly") — adds a Charm Upgrade stage and a Day 7 stage that converts speedups into points.
[!NOTE] Once your state enters State vs. State (SVS), Hall of Chiefs is permanently replaced by King of Icefield. The exact server-day at which this transition occurs is approximate and varies by state.
Eligibility & Rewards
A practical point gate exists for daily Stage Ranking rewards, commonly cited at roughly 50,000 points. The exact threshold is not officially documented and may vary by iteration. The first-place Stage Ranking reward is typically reported around 20,000 gems; the precise figure is also unconfirmed and may shift between iterations.
Treat these as planning anchors. Verify the live values in-game when the event is active.
Canonical Point Values
All point figures referenced elsewhere in this guide come from this section. Values apply only on the listed stages.
Hero Development
| Action | Points |
|---|---|
| Mythic hero shard used (ascension) | 35,000 |
| Epic hero shard used (ascension) | 14,000 |
| Rare hero shard used (ascension) | 4,000 |
| Lucky Wheel spin | 90,000 |
| Speedup minute consumed (Generation 2, Day 7 only) | 300 |
Power Boost (Generation 2)
| Action | Points per unit |
|---|---|
| Exclusive Hero Gear Widget used | 100,000 |
| Hero Gear Essence Stone used | 50,000 |
| Construction Power | 30 |
| Research Power | 30 |
| Troop Power (training/promotion) | 20 |
City Construction (Generation 1, certain iterations)
| Action | Points per unit |
|---|---|
| Construction Power | 45 |
| Research Power | 45 |
The 45/45 values apply to certain Generation 1 iterations only. Generation 2's equivalent stage uses the lower 30/30/20 values listed above.
Chief Gear Upgrade
| Action | Points |
|---|---|
| Chief Gear score +1 | 500 |
Charm Upgrade (Generation 2, where present)
| Action | Points per unit |
|---|---|
| Chief Charm max score +1 | 1,000 (reported) |
| Research Power | 45 |
The Charm Upgrade stage is reported as standard in Generation 2, but at least one player report describes a Generation 2 cycle in which it did not appear. Treat its inclusion as expected but not guaranteed.
Train Troops
Points awarded per troop trained:
| Tier | Points |
|---|---|
| T10 | 1,960 |
| T9 | 1,485 |
| T8 | 1,130 |
| T7 | 830 |
| T6 | 595 |
| T5 | 385 |
| T4 | 265 |
| T3 | 180 |
| T2 | 120 |
| T1 | 90 |
Promotion awards the difference between the destination and source tier. A T8→T9 promotion yields 355 points; a T9→T10 promotion yields 475 points.
Gather Resources
Reported point bundles vary across iterations. Two distinct value sets appear in well-tracked sources:
| Resource | Bundle A | Bundle B |
|---|---|---|
| Meat | 3 points per 50 | 15 points per 200 |
| Wood | 3 points per 50 | 15 points per 200 |
| Coal | 3 points per 10 | 15 points per 40 |
| Iron | 3 points per 2 | 15 points per 10 |
These do not reduce to the same per-unit rate (Bundle A is roughly 0.06 points per Meat; Bundle B is roughly 0.075). Verify the live bundle in-game when the stage is active.
Beast Slay (first iteration only)
Reported point figures for this stage are not well-corroborated. The stage itself only appears in the earliest Hall of Chiefs in your state's lifecycle. If your first HoC has already passed, this stage will not return.
The Banking Discipline
The single largest performance gap between average and top-tier Hall of Chiefs players is not spending — it's not spending between events.
Banking works because every relevant resource has a routine-progression value and a Hall of Chiefs value, and the Hall of Chiefs value is dramatically higher. A Mythic hero shard used during routine ascension produces 0 event points; the same shard used during Hero Development produces 35,000. The shard does not "expire" between events, so holding it costs nothing except the temporary delay in combat utility.
The Banking Reference Table
| Resource | Action between events | Spending stage |
|---|---|---|
| Hero shards (all rarities) | Hold all ascensions | Hero Development |
| Lucky Wheel tokens | Do not spin | Hero Development |
| Speedups (any type) | Hold for Generation 2 Day 7 | Hero Development (Gen 2 Day 7) |
| Construction queue | Queue major upgrade, do not finish | Power Boost / City Construction |
| Research queue | Queue major project, do not finish | Power Boost / City Construction / Charm Upgrade |
| Hero gear materials | Hold all upgrades | Power Boost |
| Chief Gear materials | Hold all upgrades | Chief Gear Upgrade |
| Charm materials | Hold all upgrades | Charm Upgrade (where present) |
| Wilderness resources | Hoard for troop training | Train Troops |
| Training speedups | Hold for troop training day | Train Troops |
| March capacity / stamina | Hold for gather day | Gather Resources |
Two-Week Countdown
Hall of Chiefs typically recurs on a two-week cycle. The day after one event ends, the next banking window opens. The countdown below assumes a Generation 2 cycle; adjust for fewer days on Generation 1 (no Day 7 speedup conversion) or the first HoC (no Chief Gear stage).
- Day 14 — immediately after the previous HoC ends. Start holding all hero shards (Rare, Epic, Mythic). Stop spinning the Lucky Wheel. Resume routine play in non-banked categories.
- Day 12 — long-cycle banking begins. Identify which major construction and research projects are eligible candidates for Power Boost completion. Major furnace upgrades, top-tier troop research, and high-power economy research are the strongest candidates. Begin staging them — start the build, but do not apply finishing speedups.
- Day 7 — mid-cycle bank reinforcement. Stop spending Chief Gear materials. Stop spending Charm materials (if Generation 2). Begin holding training speedups specifically for the upcoming Train Troops day.
- Day 4 — speedup hold. If your state runs Generation 2, stop spending all speedup categories — building, training, research, universal. The Day 7 speedup conversion stage values every minute equally regardless of speedup type, so the entire stockpile is fungible.
- Day 3 — queue freeze. Verify your queued construction and research projects are in position to complete during the relevant stage. Pause troop training to free up barracks queues for Train Troops day.
- Day 2 — stockpile audit. Count your shards, gear materials, charm materials, gear widgets, essence stones, and speedup totals. Calculate expected output per stage using the worked examples below to identify undersized categories you can still patch in the final 48 hours.
- Day 1 — stage list confirmation. Read the in-game stage schedule when it appears. Confirm whether Charm Upgrade is included in this iteration, confirm the gather bundle values, and adjust your Day 2 audit if any stage is missing or modified.
- Day 0 — execute. Stage-by-stage, follow the maximization tactics in the next section.
Worked Stockpile Examples
These examples use only verified point values to illustrate output ranges. Stockpile compositions are illustrative; substitute your own when planning.
Hero Development output, moderate banking (two-week hold):
- 2 Mythic shards × 35,000 = 70,000
- 15 Epic shards × 14,000 = 210,000
- 30 Rare shards × 4,000 = 120,000
- 1 Lucky Wheel token × 90,000 = 90,000 Total: 490,000 points on Hero Development day. Comfortably above the ~50,000 milestone gate, well into ranking contention depending on competition.
Hero Development output, light banking:
- 0 Mythic shards
- 5 Epic shards × 14,000 = 70,000
- 20 Rare shards × 4,000 = 80,000 Total: 150,000 points. Clears the milestone gate; unlikely to rank without additional spending.
Power Boost output, gear-heavy spender:
- 2 Exclusive Hero Gear Widgets × 100,000 = 200,000
- 5 Hero Gear Essence Stones × 50,000 = 250,000 Total from gear items alone: 450,000 points, before any construction or research power is added.
Day 7 speedup conversion (Generation 2):
- 24 hours of speedups = 1,440 minutes × 300 = 432,000 points
- 8 hours of speedups = 480 minutes × 300 = 144,000 points
- 1 hour of speedups = 60 minutes × 300 = 18,000 points A player banking three days of speedups across their two-week window can produce well over a million points on Day 7 alone.
Train Troops output, mass T9 training:
- 100 fresh T9 troops × 1,485 = 148,500 points
- 500 fresh T9 troops × 1,485 = 742,500 points Output here is gated primarily by barracks queue capacity and resource reserves rather than item stockpiles, which makes it more accessible to mid-tier players than the gear-driven stages.
When to Break Banking Discipline
Banking is not unconditional. Deviate when the cost of holding exceeds the point gain:
- Combat readiness deadlines. If SVS, a kill event, or a major rally is scheduled before the next HoC and a hero ascension would meaningfully change your combat output, ascend. The points lost are real but bounded; a missed combat opportunity may not be recoverable.
- Overflow on capped resources. Some materials cap. If your shard inventory is at risk of overflow waste, ascend.
- Building gates. If a Furnace or production building upgrade unlocks a queue, troop tier, or research path that itself feeds a higher-output Hall of Chiefs stage (see Cross-Stage Synergies below), it can be worth completing the prerequisite outside the optimal stage to enable a better completion later.
- Stage absence. If the live stage list confirms a stage is missing this iteration (e.g., Charm Upgrade), spend the corresponding banked materials on routine progression before they sit unused for another full cycle.
The general test: hold unless holding actively costs you more than the bank yields.
Maximizing Each Stage
The single most important principle: the bulk of your output points come from items consumed during a stage, not from passive activity. Resources used outside their corresponding stage are points permanently surrendered.
Hero Development
The highest single-action yields in the entire event live here.
Ranked by point density per action:
- Lucky Wheel spin (90,000) — single highest-value action on this stage. Save tokens between events.
- Mythic hero shard (35,000) — bank these aggressively. A small stash of Mythic shards alone can clear the stage threshold.
- Epic hero shard (14,000) — second-tier banking priority.
- Rare hero shard (4,000) — usable filler if you've stockpiled them.
Banking window. Between Hall of Chiefs cycles, do not ascend heroes, do not spin the Lucky Wheel, and avoid spending shards on routine pulls unless overflow forces your hand. The exception is when ascension is required to unlock a hero needed for active gameplay.
[!TIP] Generation 2, Day 7 — speedup conversion. This stage converts speedup minutes into points at 300 per minute. A 60-minute speedup yields 18,000 points; a 24-hour speedup yields 432,000 points.
The mechanic depends on actually consuming speedups, which requires active queues to apply them to. The strongest preparation for this stage therefore has two parts:
- Bank the speedups themselves, ideally for several weeks.
- Stage active queues for Day 7 — long construction, research, and training timers that the speedups can be applied against. If you've already completed your queued Power Boost project earlier in the event, you may need to start a fresh long-running upgrade specifically to absorb the speedup conversion.
This conversion is only confirmed for Generation 2 Day 7 — do not assume speedups score in other stages or iterations.
Power Boost (Generation 2)
Two scoring layers run simultaneously: direct item consumption and power generation.
Item consumption (highest density):
- Exclusive Hero Gear Widget (100,000) — highest single-item yield in the event. One widget alone can secure milestone rewards.
- Hero Gear Essence Stone (50,000) — second-tier per-item yield.
Power generation:
- Construction Power (30) — completing queued building upgrades during the stage scores 30 per power point gained.
- Research Power (30) — same logic for research project completions.
- Troop Power (20) — every troop trained on this day generates troop power at this rate. The Train Troops table values do not apply here; this stage scores troops only via the power they generate.
Queue execution mechanics. Power scores when it is gained, which for construction and research means the moment the upgrade completes. Practical implications:
- The completion event must occur within the stage's active window. A project that finishes one minute before stage open or one minute after stage close yields zero points for this stage.
- The full power value of the project is awarded on completion, regardless of when the work began. A furnace upgrade started two weeks before the event scores identically to one started on the stage day, provided completion lands in the window.
- The optimal banking pattern is therefore: start the project early, allow native progress to advance it most of the way, and reserve enough speedup to push completion across the line on the stage day.
Sequencing for multiple completions. If you have multiple high-power projects ready, spread their completions across the stage day rather than triggering all at once. This preserves your ability to react to Stage Ranking competition.
[!WARNING] Critical pitfall. Completing construction or research one day early forfeits the entire point yield. Verify timing against your server's reset schedule before applying any finishing speedup.
City Construction (Generation 1)
The Generation 1 equivalent of Power Boost. Same banking logic — queue major construction and research, hold finishing speedups for the active window — but at the elevated 45/45 rate per power point in iterations where those values apply. The Hero Gear Widget and Essence Stone item-consumption rewards are not confirmed for Generation 1 City Construction; bank gear materials primarily for the next Generation 2 cycle if your state is approaching that transition.
Chief Gear Upgrade
Each +1 to Chief Gear score awards 500 points. Chief Gear materials accumulate slowly through events, beast hunting, and shops, making this stage primarily a banking exercise.
Banking window. Between HoC events, hold all Chief Gear scrolls, alloys, solutions, and polishing materials. The temptation to spend is significant because these feel like routine progression items, but spending outside the stage forfeits 500 points per +1 of gear score — frequently representing tens of thousands of points across a two-week banking window.
Efficiency note. Higher-tier Chief Gear upgrades cost more material per +1 of gear score, which means lower-tier upgrades are more point-efficient per material consumed. Players still pushing through mid-tier upgrades may extract more points from this stage than players who have already invested deeply at the top tiers.
Charm Upgrade (where present)
Each +1 to Chief Charm max score awards 1,000 points. Research Power simultaneously scores at 45 per power on this stage in Generation 2 cycles where the stage appears.
Dual scoring on this stage. Because both charm progression and research completion score on the same day, this is a strong stage for players holding a queued research project alongside charm materials. The 45-per-power research rate on this stage is higher than the 30-per-power rate on Power Boost, making Charm Upgrade the preferred completion target for high-power research projects when both stages appear in the same iteration.
Banking window. Save charm designs and charm materials between events. As with Chief Gear, materials accumulate slowly and routine spending outside the stage forfeits points.
Stage uncertainty. Because at least one Generation 2 cycle has been reported without this stage, do not commit to charm-heavy banking if your current event schedule is unconfirmed. Check the stage list at event start before planning around it.
Train Troops
Higher-tier troops yield disproportionately more points per soldier. A T10 yields roughly 22 times the points of a T1.
Strategic implications:
- Train your highest available tier exclusively. Lower tiers waste training capacity.
- Promotion yields only the differential. A T8→T9 promotion scores 355 points; training a fresh T9 scores 1,485. Lifetime totals per troop are equivalent across the two paths, but on Train Troops day specifically, fresh high-tier training scores higher per action.
- Reserve training speedups for this stage.
- Maximize barracks queue capacity before the stage by clearing existing queues so you can sustain training across the full day.
Banking window. Stop training troops two to three days before the stage to free queue slots. Reserve resources (meat, wood, coal, iron) sufficient to fund maximum-tier training for the duration of the stage.
Gather Resources
Because reported point bundles vary across iterations, the practical guidance here is structural rather than numeric: gathering during the stage scores; gathering outside the stage does not. Send marches to wilderness nodes throughout the active window, prioritizing the highest-yielding resource type per the in-game stage details.
Banking window. Avoid gathering outside this stage. Conserve march slots and stamina (where applicable). On the morning the stage opens, send all marches to wilderness nodes immediately and chain returning marches throughout the day.
Beast Slay (first iteration)
Only present in the first Hall of Chiefs in your state's lifecycle. Reported point values are not well-corroborated. Practical guidance: rally Polar Terrors during the active window and engage standard beasts as march capacity allows. If your state's first HoC has already passed, this stage will not return.
Cross-Stage Synergies
Some preparation work counts toward more than one stage, either directly or by unlocking higher-tier resources for later stages. Recognizing these compounding effects changes which projects are most valuable to bank.
- Furnace upgrades that unlock new troop tiers. A furnace upgrade that completes during Power Boost scores construction power on that stage. If the same upgrade unlocks a higher troop tier (e.g., enabling T10 training), and Train Troops falls later in the same event, every T10 trained on Train Troops day scores 1,960 instead of the 1,485 you would have scored with T9. The synergy is direct: one banked construction project enables better scoring on a later stage.
- Research projects that unlock troop tier or higher-tier troop stat research. Same logic. Time the completion to Power Boost or Charm Upgrade (whichever has the higher per-power rate in your iteration), and benefit from the unlock on Train Troops day.
- Active queues during Generation 2 Day 7. The speedup conversion stage requires active queues to apply speedups against. A queued construction or research project that hasn't yet completed at Day 7 serves as the absorption target. This means the optimal cadence for a Generation 2 cycle is to have two major queued projects: one for Power Boost completion, one held over as a Day 7 speedup sink.
- Hero shards as both points and combat utility. Mythic and Epic ascensions improve heroes used in your daily rallies, beast hunts, and SVS combat. The 35,000 or 14,000 points are the primary HoC value, but the underlying ascension also raises permanent combat output. This is the rare case where the bank-and-spend strategy doesn't sacrifice secondary value — you get both.
- Charm and Chief Gear as combat-relevant. Both contribute to your overall combat stats outside the event. Banking these materials delays a real combat improvement, which is the practical reason banking discipline is harder for these categories than for Lucky Wheel tokens.
Where the Points Actually Come From
Single-action point density, ranked:
| Action | Points | Stage |
|---|---|---|
| Exclusive Hero Gear Widget | 100,000 | Power Boost |
| Lucky Wheel spin | 90,000 | Hero Development |
| Hero Gear Essence Stone | 50,000 | Power Boost |
| Mythic hero shard | 35,000 | Hero Development |
| Epic hero shard | 14,000 | Hero Development |
For compounded inputs, where a single banked resource produces points proportional to its size:
| Compounded input | Output | Stage |
|---|---|---|
| 24 hours of speedups | 432,000 | Hero Development (Gen 2 Day 7) |
| 8 hours of speedups | 144,000 | Hero Development (Gen 2 Day 7) |
| Major construction completion | Varies (often 100,000+) | Power Boost or City Construction |
| Major research completion | Varies (often 100,000+) | Power Boost / City Construction / Charm Upgrade |
| 100 fresh T10 troops | 196,000 | Train Troops |
The compounding effect of speedup conversion on Generation 2 Day 7 makes long-banked speedups one of the highest-yield resources in the event, often exceeding any single consumable.
Stage Ranking vs. Total Ranking: Strategy Selection
The dual leaderboard creates a strategic fork. Most players cannot win both.
Optimizing for Stage Ranking means concentrating spending on a single day to claim the daily top-rank reward. This favors players who can outspend rivals on one specific stage — typically Power Boost (one Exclusive Gear Widget = 100,000 points; multiple plus banked construction/research can exceed 500,000) or Hero Development (banked Mythic shards plus Lucky Wheel spins).
Optimizing for Total Ranking means spreading spending across all stages to consistently clear thresholds and accumulate event-end totals. This favors players with diverse banked stockpiles and benefits more from steady banking discipline than from any single big push.
Decision Matrix
| Your situation | Recommended target |
|---|---|
| Heavy stockpile concentrated in one category (e.g., 3+ gear widgets, or 3+ Mythic shards, or 5+ days of banked speedups) | Stage Ranking on the matching stage |
| Spread stockpiles across most stages, no single category dominant | Total Ranking |
| Top spender in your state will dominate one stage, you cannot match them | Total Ranking, ceding their stage |
| Top spender absent or unknown, your stockpile is moderate | Total Ranking with one defended Stage push |
| Multiple top spenders concentrated on the same stage (typically Power Boost) | Stage Ranking on a less contested stage (often Train Troops or Chief Gear) |
| Light stockpile across the board, milestone tiers feasible but ranking unlikely | Milestone tiers only; treat ranking as out of scope |
The Less-Contested-Stage Tactic
Because most heavy spenders concentrate on Power Boost (highest item density) and Hero Development (highest single-action ceiling), Train Troops and Chief Gear Upgrade are often less contested at the top of the Stage Ranking leaderboard. A player with a moderate stockpile and well-stocked barracks can sometimes claim a first-place Train Troops finish by simply outpacing rivals on resource investment, without needing to match their gear-widget or Mythic-shard accumulation.
When choosing which stage to defend, evaluate the leaderboard activity early in the day. If the leader is already past a threshold you cannot reach, redirect your push to a less crowded stage rather than placing second on the contested one.
Alliance Rotation
Some alliances coordinate "rotations" in which members agree to focus heavy spending on different stages so first-place Stage Ranking finishes are distributed across the alliance. This is a voluntary social arrangement, not a game mechanic, and is prone to defection — members who break the agreement to chase Total Ranking can collapse the rotation. Use only with high-trust alliance cores.
Mid-Event Recovery
Banking and execution rarely go perfectly. The following pivots minimize damage when a stage goes wrong.
- You under-banked a category before the stage day arrived. Switch focus to Total Ranking. Each stage's milestone tiers remain achievable with modest spending, and a consistent run of milestone clears across all days produces a competitive Total Ranking score even without a dominant stage.
- You forgot to queue a construction or research project for Power Boost. Start one immediately when the stage opens. Power scores at completion, not at start, so a project begun mid-stage that completes before stage close still scores fully. Apply speedups aggressively to close the gap.
- You spent a Mythic shard on an ascension before remembering Hero Development was upcoming. This is a permanent loss of 35,000 points; there is no recovery. Reassess your remaining stockpile and decide whether Stage Ranking on Hero Development is still feasible or whether to redirect to a less contested stage.
- Charm Upgrade did not appear in this iteration. Spend banked charm materials on routine progression to reclaim their secondary value. The points are unrecoverable, but the underlying combat improvement remains available.
- A competitor pushed past you on the stage you were defending. Two options: match their spend (only viable if you have substantial reserve), or switch to a different stage. The second option is usually correct unless the reward differential makes the cost worth it.
- You are well behind on Total Ranking entering the final stages. Assess milestone tiers first — these are personal thresholds and remain achievable regardless of leaderboard position. The fixed milestone rewards are often comparable to mid-tier ranking rewards and require no head-to-head competition.
Common Pitfalls
- Spending on the wrong day. A Mythic shard used on Train Troops day is 35,000 points permanently lost.
- Completing major upgrades outside Power Boost. A furnace upgrade finished one day early can cost 100,000+ points.
- Burning speedups outside Generation 2 Day 7. Each minute of speedup is worth 300 points only on that specific stage in Generation 2.
- Ignoring iteration variance. Generation 1 City Construction values (45/45) differ from Generation 2 Power Boost values (30/30/20). Confirm which generation your state is in before banking.
- Over-banking when the stage is unconfirmed. Charm Upgrade is reported as standard in Generation 2 but has been observed absent in at least one cycle. Charm material banking carries iteration risk.
- Promoting troops on Train Troops day instead of training fresh. Promotion yields only the tier differential. Fresh training of the highest available tier scores higher per action.
- No active queue on Generation 2 Day 7. If your queued construction and research projects have already completed earlier in the event, you have no target for speedup conversion. Always hold one major queued project for Day 7 absorption.
- Front-loading the first hour of a stage. Some stages reward sustained activity throughout the day; reserve some capacity for late-stage pushes when leaderboard positions become visible.
- Treating Power Boost troop training as the same as Train Troops day. They score by different mechanisms — power-per-troop on Power Boost vs. tier-points-per-troop on Train Troops — and the stages are on different days.
- Triggering all major completions simultaneously. Spreading completions across the stage day preserves your ability to react to leaderboard developments. A single mid-stage completion is an irreversible commitment.
Related Event Guides
Hall of Chiefs sits inside a tight event web. Plan your banking against neighboring events:
- Brothers in Arms: Cooperative Alliance Event — alliance shard farming.
- Crystal Reactivation: Power Surge Event — late-stage power scoring.
- Defeat Nearby Beasts: Stage Bonus — Beast Slay multipliers.
- Fortress Battles: SvS Lead-In — feeds your Hero Development stage.
- War Preparation: SvS Stockpile Discipline — stockpile choices that overlap with HoC banking.
A Note on Approximate Values
Several figures in this guide — the ~50,000 stage threshold, the ~20,000 gem first-place reward, the conflicting resource gathering bundles, the Beast Slay values, and the precise server-day timing of the SVS transition — are best treated as planning anchors rather than fixed rules. Verify the live values in the in-game UI when the relevant stage is active. The strategic structure of the event (banking discipline, stage matching, dual-leaderboard tradeoffs) is invariant across iterations; the precise numerical thresholds may not be.