Stack, Clear, Arrive · Legitimate Guides · Guide 02
A ranked war is won before the first attack is made

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.

PHASE 1 — PRE-WAR PREPARATION

01THE GOLDEN RULE OF WAR

🟢 ONLINE → HOSPITALIZE
⚫ OFFLINE → LEAVE
💰 NEVER MUG
The default Legitimate Remnants war strategy unless leadership calls otherwise

Online enemies → hospitalize

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.

Offline enemies → leave

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.

ONLINE = remove them from the fight. OFFLINE = get them back out so we can hit them again.

Never mug during war

Do not Mug members of the enemy faction during a Ranked War. Mugging carries a respect penalty compared with Leaving or Hospitalizing. Our objective is war score — not the cash someone happens to be carrying. Win the fight, then: online → hospitalize, offline → leave, never mug.

02START AT 0 ENERGY

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.

0 energy is the standard. Do not treat “close to zero” as good enough. Every member follows the same strict preparation process.

03XANAX STACKING

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.

The faction supplies your war Xanax

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.

War Xanax is for war. If you are caught using faction-provided war Xanax to train, it is an automatic kick. No warnings, no appeals. The faction arms you to fight — misusing that supply is stealing from every member who stacked honestly.
  1. Burn to zeroUse all existing energy first. Do not take Xanax #1 with energy still on the bar. E: 0
  2. Xanax #1Take it. Do NOT spend the energy. E: 250
  3. Wait out the drug cooldown, then Xanax #2No training. No attacking. E: 500
  4. Cooldown clears, Xanax #3Same discipline. E: 750
  5. Cooldown clears, Xanax #4You are fully stacked. E: 1,000

When do I start stacking?

Do not wait until the day of the war. Xanax drug cooldown varies, and an overdose can ruin a stack mid-build.

Begin around 2 days before war. That leaves time to reach 0 energy first, take all four Xanax, wait out each cooldown, and recover if something goes wrong. Ideally your fourth Xanax lands at least ~8 hours before war start, so its cooldown is clear at the opening bell.

What if I overdose?

Do not panic. An overdose can destroy your stack — this is exactly why we start early instead of at the last possible moment. Inform leadership if needed and rebuild once you're able. A member sitting at 500 or 750 energy after an unlucky OD is still far more useful than one who never tried to prepare.

Once you start stacking — stop using energy

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:

PROTECT THE STACK.

04CLEAR YOUR COOLDOWNS

The ideal war-start condition:

⚡ Energy
1,000
💊 Drug cooldown
0:00
🥤 Booster cooldown
0:00

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.

05SAVE YOUR ENERGY REFILL

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:

Arrive with as many unused energy resources as possible.

06TURN REVIVES OFF

THIS IS MANDATORY. Before war: set revives to NOBODY. Do not leave revives open just because you normally accept them. During war, leadership may occasionally call when a revive is appropriate — otherwise revives stay off. Going offline during an active war? Revives off.

07PREPARE YOUR INVENTORY

Do not discover 20 minutes into war that you have nothing available. Before the bell, confirm you hold appropriate quantities of:

08BE PRESENT BEFORE WAR START

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.

War chat takes priority over this guide. Always.
PHASE 2 — START OF WAR

09THE OPENING PUSH

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.

ONLINE → HOSPITALIZE
OFFLINE → LEAVE
THEY COME BACK → HIT THEM AGAIN
The goal is battlefield control

Online players are always the priority

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.

10WHEN THEIR WHOLE FACTION IS HOSPITALIZED

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.

📢 Call your target

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.

“I have PlayerName” — once someone calls a target, let them have it. Five people do not attack the same player unless assistance is intentionally requested. Every normal attack costs 25 energy; we do not spend five members' energy fighting over one limited target.

Assists are not automatically bad

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.

The farming loop

  1. Enemy is almost out of hospitalWatch the timers.
  2. A member claims the target“I have PlayerName” — ~2 minutes out.
  3. Everyone else leaves it aloneThe call stands.
  4. Caller completes the attackOffline → Leave. Back into circulation.
  5. Onliners get hospitalized on sightNo call needed for an active enemy.
  6. Move to the next targetEnergy preserved, attacks organized.

11THE SIMPLE WAR FLOW

If you remember nothing else from this guide, remember this:

Before war

⚡ ZERO FIRST

Reach 0 energy before Xanax #1, then stack to 1,000.

💊 COOLDOWNS CLEAR

Drug and booster cooldowns at 0:00; refill saved.

🚑 REVIVES OFF

Set to NOBODY. Mandatory.

🎒 STOCKED & PRESENT

Supplies checked, weapons loaded, in faction chat before the bell.

When war starts

#Rule
1Find the onliners
2Attack the onliners
3Hospitalize the onliners
4Leave the offliners
5Never mug
6Keep returning active players hospitalized
7Once their roster is hospitalized — call your hits
8Don't jump another member's called target
9Follow leadership calls
ONLINE? HOSP.
OFFLINE? LEAVE.
MUG? NEVER.
EVERYONE DOWN? CALL YOUR HITS.
LEADERSHIP CALLS? FOLLOW.
Simple. Disciplined factions win wars.