Note: The information in this article is preliminary. Details of future recurring events may vary.
Throne Rush is a server-wide event where Guilds compete to capture and control Forts on the World map. The event lasts 56 days (8 weeks) and is synchronized with two Seasons.
The first version of Throne Rush will have a different duration because the event will be rolled out gradually. Server 991 is the first to enter the event on July 13, 2026, with more servers joining the event one week later. Since servers start the event on different dates, the total duration may vary by server. However, the first version of the event is scheduled to end for all servers on August 30, 2026, at 02:00 UTC.
Basics & Event Schedule
You can access the Throne Rush in the Events menu:
To participate in the event, you must meet the following criteria:
- the Realm game mode is unlocked,
- your Hall of Heroes is level 7 or higher,
- you are a Guild member.
Players without a Guild can view the event and Forts on the World map, but cannot attack or capture them.
Throne Rush focuses on scheduled sieges. Instead of attacking whenever you want, your Guild needs to:
- declare war;
- wait for preparation;
- fight during a limited siege window.
Every captured Fort grants bonuses to Guild members while it remains under the Guild's control. Higher-level Forts provide stronger bonuses. Here are the key Fort ownership rules:
- A Guild can own no more than six Forts.
- A Guild may abandon some of its Forts in order to fight for new ones.
- A Guild has three war declaration attempts per day (canceled wars excluded). These attempts reset daily at 02:00 UTC.
- Forts grant a bonus to every member of the Guild that owns them.
Forts are not available on the first day of the event. When the event starts, all Forts are protected, and a countdown to the first unlock begins. They unlock gradually throughout the event according to a fixed schedule. You can view the timer until the Fort unlocks in its description:
Once a Fort level has been unlocked, it remains available until the event ends. After the Capital becomes available, the Capital battle takes place once per week for the remainder of the event.
The Capital is the highest-level Fort in Throne Rush. It becomes available after lower-level Forts have been unlocked and serves as the final objective of the event. The Capital follows the same general capture rules as other Forts, but provides the strongest rewards and bonuses.
Note: The Capital will not be available in the first version of Throne Rush. It is planned for release in one of the upcoming updates.
Certain Forts require your Guild to be in a specific Guild Versus league before you can declare war on them. If your Guild has not reached the necessary league yet, you will not be able to attack the Fort until you meet this requirement.
Declaring War
Declaring war is the first step in capturing a Fort. Once war is declared, a 30-minute countdown begins before the active phase of the battle. This provides the Guild time to prepare and coordinate its actions.
Who can declare war
Only the Guild Master and Guild Generals can declare war on a Fort. Regular Guild members can only participate in battles.
Requirements
A Guild can declare war only if all of the following conditions are met:
- The Guild has at least 5 members.
- The Fort is not in a Protection state.
- The Guild has no other active or declared wars on Forts (incoming wars excluded).
- The daily limit of three war declarations has not been reached (canceled wars excluded).
- The Guild owns a Fort that is either one level below, the same level, or higher than the target Fort. If the Guild owns no Forts, it can only declare war on level 1 Forts.
- A Guild has not reached the maximum of captured Forts:
- The overall maximum of 6 owned Forts,
- Level 1 – 6 Forts,
- Level 2 – 5 Forts,
- Level 3 – 3 Forts,
- Levels 4-7 – 1 Fort.
How to declare war
Open the list of available Forts.
Then go to the Ready for Capture tab. It displays Forts' current statuses and bonuses, helping you choose the most advantageous target.
Once you have selected a target, press the Declare war button.
What happens after declaring war
Declaring war does not immediately start the siege. Instead, it triggers a 30-minute Preparation Phase. The Guild can use this time to organize the attack, gather participants, and teleport closer to the target Fort. Once the preparation timer ends, the battle phase begins.
Overall, the war cycle goes as follows:
Canceling a war
If a war is canceled before the active battle begins — either manually or because another Guild captures the Fort first — the Guild does not lose its declaration attempt. The attempt is returned and can be used again later.
Battle Phase
After a 30-minute preparation, the Guild has two hours to capture the Fort. You can locate the Fort your Guild is aiming to seize either manually on the World map or through the Fort Battles section of the Rally menu.
To start an attack on a Fort, select it and press March. After that, you can assemble a squad (consisting of a hero team and your troops) to send on the march.
A Fort is protected by defenders that you must defeat.
- Guardians are the Fort's permanent defenders.
- If the Fort is held by another Guild, it may have one more defense level — a Garrison made up of squads assigned by Guild members. You can learn more about Fort defense in the section below.
To capture the Fort, all of its defenses must be defeated. If the Fort has a Garrison, attackers must defeat it first. Only then can they fight the Guardians. The capturing cycle is as follows:
Each Guild member can attack as many times as their World Energy allows. The number of simultaneous attacks is limited only by your march queue.
Each squad can fight only one Guardian or Fort Garrison squad per attack. After the battle, the attacking squad returns to the player's Realm, whether it wins or loses.
Battles with garrison and guard squads work differently:
- If a garrison squad is not defeated, its heroes recover their health and keep fighting — but lost troops are not restored.
- Guard squads cannot be partially defeated: they must be beaten in a single battle. If the attack fails, the guard fully recovers and can fight the next player.
Throughout the siege, participants can earn Capture Points by:
- Defeating a Guardian squad.
- Defeating a Garrison squad.
- Dealing damage to a Garrison squad.
Upon successful capture, all Guild members receive a Fort Ownership bonus, and the Fort enters protection status, during which war cannot be declared on it.
If the Guild fails to capture the Fort within two hours, the siege ends, and a new war declaration is required to try again.
Multiple Guilds Siege
If multiple Guilds declare war on a Fort at the same time, their battles may take place in parallel. However, each Guild might have its own War start and end time.
The Guild that earns the most Capture Points during the siege becomes the new owner of the Fort. The Capture Rating is displayed on the Fort's information panel:
If a Guild's war timer expires before the Fort falls, that Guild is eliminated from the competition, and its Capture Points are reset to zero. If the war timer expires for all attacking Guilds before all Guardians are defeated, all capture attempts are considered unsuccessful.
For example, if Guild A captures the Fort before Guild B's preparation phase ends, the Fort immediately enters its protection period. Guild B's attack is canceled, its war declaration attempt is refunded, and it must wait until the protection period ends before declaring war on this Fort again.
Fort Defense
If a Fort is owned by a Guild, that Guild can reinforce it by sending squads to the Fort Garrison. This prevents attackers from reaching the Guardians directly. To send your team to the Garrison:
-
Find the Forts that your Guild owns. To do so, press the Forts button in the event menu and go to the Captured tab:
-
Select the Fort you want to reinforce and press the Garrison button:
The Fort Garrison can hold up to 10 squads. Each Guild member can send no more than one squad to the Garrison of a single Fort. If the Garrison is completely full, reinforcements cannot be sent until a slot opens up.
A squad can be recalled from the Garrison by its sender, as well as by the Guild Master and Generals. If your squad is knocked out of the Garrison, you can send a new one, provided there is a free slot available.
The squad that arrived at the Garrison last is the first to fight the attacking squad.
Rewards
There are two main reward types:
1. First Capture Rewards. These are one-time rewards granted when a neutral Fort is captured for the first time. A neutral Fort is one that has not been captured before and does not belong to any Guild.
They include two parts:
- Participation Rewards — awarded to each player who earned Capture Points in the battle.
- Victory Rewards — all members of the winning Guild get these rewards regardless of whether they personally participated in a siege.
These rewards are sent by in-game mail. The reward mail expires after 7 days.
To view First Capture Rewards, press Rewards in the event menu:
2. Ownership Bonuses. A captured Fort gives a bonus to every member of the Guild that owns it. These bonuses stay active as long as the Guild controls the Fort.
If a Guild owns several Forts, their bonuses stack. However, a Guild can own no more than six Forts at the same time. Higher-level Forts provide stronger bonuses.
Each Fort provides a bonus based on its level:
| Fort Level | Bonus |
|---|---|
| Level 1 | Increases Resource Gathering Speed |
| Level 2 | Increases Resource Production |
| Level 3 | Increases Construction Speed |
| Level 4 | Increases Training Speed |
| Level 5 | Increases Defense, Health, Lethality, or Attack for All Troops |
| Level 6 | Increases Research Speed |
You can view the bonus of each Fort in the Forts List:
Leaving a Guild
If a player leaves their Guild while a Fort capture event is in progress, the following rules apply:
- Any march currently attacking a Fort is canceled, and the troops return to the player's Realm.
- Any troops positioned at a Fort Garrison are withdrawn, and the troops return to the player's Realm.
- Capture Points earned before leaving the Guild remain credited to the previous Guild.
- Capture Points after joining a new Guild are credited to the current Guild.
Rewards are distributed as follows:
- Players who participated in the successful first capture of a Fort will still receive the Participation Rewards via in-game mail, even if they have left their previous Guild.
- Players who are no longer in the winning Guild at the time of the Fort capture are not eligible for the Victory Rewards.