ASA2 Alliance Guide
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Alliance Duel / VS

VS is one four-week Diamond League campaign. We are not trying to win every day or empty our bags every week. We spend where it can change the result and keep the rest for the next fight.

Current Week has this week's opponent.

Today's call

Pokas87 posts the call. Jake The Steak and Pokas87 decide it from the weekly score, the opponent's pace, and what ASA2 still needs from the four-week cycle.

PUSH

We are contesting today's Winning Points.

Make 7.2M your minimum, not your stopping point. Score with the activities that count today. Keep some fast, reliable points available for later instead of showing the opponent everything at reset. If the day stays close, those reserves give us a way to answer.

SAVE

We are not contesting today's Winning Points.

Keep valuable items for a day or week we intend to win. Continue upgrades that matter to your account or Season 2, and claim anything that will expire, but do not spend saved resources just to increase today's VS score.

WAIT

We have not decided whether today's points are worth the cost.

Hold the major stockpiles you could use for an immediate score. Once the opponent's pace and our path through the week are clearer, Pokas87 will change the call to PUSH or SAVE.

How the weekly match is won

Each day's winner receives fixed Winning Points. The margin does not matter: winning a day by one point has the same weekly value as winning it by a billion.

Day Winning Points
Monday 1
Tuesday 2
Wednesday 2
Thursday 2
Friday 2
Saturday 4

Seven points wins the week.

There are two main paths:

  • Finish before Saturday: win Monday and any three days from Tuesday through Friday.
  • Use Saturday: win Saturday plus two days from Tuesday through Friday, or Saturday plus Monday and one two-point day.

Once an alliance has seven points, the weekly result is settled. If neither alliance has seven by Friday night, Saturday can decide the entire week.

This is why a daily call depends on the whole scoreboard. A two-point day we do not need is not worth draining the resources required for a later win.

Managing the four-week Diamond cycle

Diamond League has four weekly matches. Final position depends first on how many weeks an alliance wins. Among alliances with the same record, earlier wins rank higher. The amount we scored in those wins does not improve the final position.

The demotion line can change, so the live VS → Duel League screen controls. When the bottom five alliances are being demoted, two weekly wins guarantee a top-11 finish. Two early wins rank better than two late wins and leave more freedom to save afterward.

Cycle week What matters
Week 1 An affordable win is especially valuable because earlier wins break ties. Do not exhaust the alliance against an opponent we cannot realistically beat.
Week 2 If a second win is available at a reasonable cost, take it. Starting WW gives us room to save later.
Week 3 Check the live demotion line. If we still need another win to stay in Diamond, this matchup matters more than optional placement points.
Week 4 Spend for a needed win or a placement worth fighting for. If our Diamond position is already safe, rebuild for the next cycle.

There is no automatic push-week/save-week pattern. We choose the weeks that matter, reassess when the matchup changes, and stop chasing when additional spending will not improve the four-week result.

Prepare for the day that scores it

Most VS points come from timing normal progress correctly. Prepare before reset, use the item on its scoring day, and line it up with the matching Arms Race phase when practical.

Day What scores Useful preparation
Monday Stamina, Radar Tasks, Hero EXP, Drone Battle Data, Drone Parts, gathering, and Chip Chests after Day 85 Save Sunday Radar Tasks without stopping their refresh. Send long gathering marches that finish after reset.
Tuesday Construction speedups and Building Power, UR Trucks, UR Secret Tasks, and Survivor Recruitment Time important buildings to finish Tuesday. Save Survivor Recruitment tickets, Trade Contracts, and Secret Task orders.
Wednesday Research speedups and Tech Power, Valor Badges, Radar Tasks, and Drone Chests Save Tuesday Radar Tasks. Time important research to finish Wednesday. Keep Valor Badges and Drone Chests closed.
Thursday Hero Recruitment, Hero EXP, hero shards, and Skill Medals Save recruitment tickets, EXP, shards, and Skill Medals. Hero EXP also scores Monday, so use the day's call when deciding where it is more valuable.
Friday Radar Tasks, construction, research, training speedups, and trained units Save Thursday Radar Tasks. Train lower-level troops earlier in the week and promote them Friday.
Saturday UR Trucks, UR Secret Tasks, construction, research, training, healing, and troop combat Keep a shield ready. Use the live battle plan before teleporting or attacking.

The live VS page has the exact point values and any version-specific additions. Use it when it differs from this guide.

Why we keep a late reserve

An early lead is not a finish line. If we spend every instant-scoring item early, the opponent can see exactly what it must beat and we have no answer left.

A late reserve means keeping some of the items that can produce points immediately: drone resources, recruitment tickets, hero resources, unopened chests, Valor Badges, speedups, or prepared troop promotions, depending on the day. It does not mean delaying an important upgrade indefinitely. It means keeping enough flexibility to matter if the score is close.

Saturday

Saturday is worth four Winning Points, but it is not automatically a day we need to win. The weekly score tells us whether we need it.

Shield whenever you will be offline. If ASA2 is fighting, follow the current targets and timing. Do not take bad fights just to increase your personal score.

Sources