Members who arrive late, unstacked, revivable, or unprepared put the entire faction at a disadvantage. Every member arrives at war start ready to immediately contribute. This guide is the standard — for this war and every war after it.
If an enemy is online or actively fighting, hospitalize them. The goal is to remove active enemy fighters from the battlefield. Hospitalizing gives a much longer hospital stay than Leaving — if they want back into the fight, they have to burn medical items, medical cooldown, or a revive to get there. Repeatedly hospitalizing active players limits how fast they can return.
If they come back online and start fighting again — hospitalize them again. We want active enemy hitters spending their war trying to escape the hospital instead of attacking us.
If the enemy is offline, leave them. Do not hospitalize offline players unless leadership specifically calls for it.
Why: offline players are not currently a threat. Leaving and Hospitalizing score the same respect, but a Leave means a much shorter hospital stay — so the target becomes attackable again sooner. That lets us repeatedly farm offline players for additional war score. Think of offline enemies as renewable targets. Do not unnecessarily remove our own targets from circulation.
Every member capable of stacking begins the stacking process at exactly 0 energy. Do not begin with leftover energy — train, attack, or otherwise spend it until your bar reads zero before taking your first Xanax.
Every member capable of stacking should enter the war with 1,000 energy. A normal attack costs 25 energy, so a full stack is up to 40 attacks before any other energy source is touched. That is the faction's opening hitting power.
Xanax provides 250 energy and pushes you above your normal maximum. Four Xanax = 1,000 energy.
Xanax will be provided by the faction. You do not need to provide your own Xanax to stack and war with. Cost is not an excuse for arriving unstacked — request what you need through leadership.
Do not wait until the day of the war. Xanax drug cooldown varies, and an overdose can ruin a stack mid-build.
This is extremely important. Once stacking begins: no gym, no random attacks, no missions requiring attacks, no wasted energy. Every 25 energy spent is one fewer attack available at war start. Your only job during stacking is simple:
The ideal war-start condition:
A clear booster cooldown means energy boosters can be used during the war instead of waiting for an old cooldown to expire. Do not unnecessarily fill your booster cooldown right before the war.
Do not waste your daily point refill immediately before war. Your stack gives you the opening burst; once that energy is spent, the refill is your next wave of attacks. The principle:
Do not discover 20 minutes into war that you have nothing available. Before the bell, confirm you hold appropriate quantities of:
Do not log in five minutes after war begins and ask “who do I hit?”
Get online before the scheduled start. Watch faction chat. Have Torn open. Have the enemy roster ready and your targets available. Leadership may hand out priority targets, strong enemies needing suppression, easy targets, bonus targets, temporary instructions, or a change in strategy.
When the war starts, the first objective is: put their active roster in the hospital. Do not overcomplicate this. Look at the enemy faction. Find the players who are online. Attack them.
Do not ignore an online enemy because an easier offline target exists. Online players can attack us, score war respect, burn our medical cooldowns, hospitalize our hitters, and break our momentum. Offline players can do none of that while they stay offline.
If five enemies are online and twenty are offline, our immediate concern is those five. Get them hospitalized. Then farm the rest of the roster.
At the start there may be enough targets for everyone to attack freely. Eventually we may reach the point where their entire faction is in the hospital and targets emerge one at a time. At that point: stop blindly clicking. We begin calling hits.
Once the enemy roster is controlled, call targets as they near release — about 2 minutes before they exit hospital is fine. That avoids wasted energy.
Group attacks and assists have legitimate strategic value — that is different from five members accidentally piling onto an enemy one member could beat alone. The concern is accidental assists and wasted energy. If someone needs help against a stronger player, they can ask for it. If they don't: respect the call.
If you remember nothing else from this guide, remember this:
Reach 0 energy before Xanax #1, then stack to 1,000.
Drug and booster cooldowns at 0:00; refill saved.
Set to NOBODY. Mandatory.
Supplies checked, weapons loaded, in faction chat before the bell.
| # | Rule |
|---|---|
| 1 | Find the onliners |
| 2 | Attack the onliners |
| 3 | Hospitalize the onliners |
| 4 | Leave the offliners |
| 5 | Never mug |
| 6 | Keep returning active players hospitalized |
| 7 | Once their roster is hospitalized — call your hits |
| 8 | Don't jump another member's called target |
| 9 | Follow leadership calls |