Rare Soil War
Understand the fight first
Attackers win by destroying the defending Alliance Furnace before the battle timer ends. Defenders win by keeping it alive.
The Furnace can hold 100 squads. Attackers must clear those squads and damage Furnace durability; defenders must replace defeated squads faster than the attackers can clear them.
Destroying enemy bases can help, but it does not win the event. The Alliance Furnace is the objective.
This is why attendance and synchronization matter so much. Many squads landing together clear more defenders before the Furnace can be refilled. A few unsynchronized players give the defender time to refill after every attack.
Jump to attacking · Jump to defending · Battle checklist
What is at stake
A successful attacker steals up to 20% of the defender's Rare Soil in the earlier rounds and up to 30% in Weeks 6–7. When several alliances attack together, the Rare Soil is divided by Furnace durability damage.
A successful defender keeps its Rare Soil. It does not steal Rare Soil from the attacker.
Weekly sequence
- Monday/Thursday: rankings and opponent review
- Tuesday/Friday: declarations
- Wednesday/Saturday: invitations, preparation, and combat
The guide schedule places preparation at 12:00 server and combat at 12:30 server. The in-game countdown controls every round.
Wednesday is not Saturday
Wednesday
Ordinary bases outside the missile-created contaminated zone are protected on Wednesday. If we are defending, keep the Furnace filled and attack the revealed Warlord. Random bases outside the contaminated zone are not valid targets.
Saturday
Full-server PvP is active. Bases around the fight can be attacked anywhere allowed by the live rules. Members need troops, healing, teleports, and clear shield instructions.
The Warlord Missile in plain English
The attacking Warlord can spend the preparation period charging a missile at the Furnace area.
- The charge takes three minutes.
- The Warlord's base is revealed and can be attacked.
- Forcing the Warlord to relocate or breaking the launch cancels it.
- If it lands, nearby bases are thrown out and the area becomes contaminated “mud” for one hour.
- Bases in the mud cannot rely on shields and can be attacked.
- The empty tiles let attackers teleport close to the Furnace.
The missile does not win by itself. It creates access; attackers must still clear and destroy the Furnace.
Attacking: what wins
Before preparation
- Record the target Furnace coordinates and the event start time.
- Choose a Warlord who can survive the full three-minute launch.
- Surround and reinforce the Warlord shortly before launch. Pack the protective bases tightly enough that an enemy base cannot teleport beside it.
- Give every member one common Furnace impact time.
At the start
If using the missile, time its three-minute charge so the contaminated zone is available when the battle opens. Do not guess from local time; follow the event countdown.
Timed attacks
Use a repeating common impact time. Each member works backward from their march time so many squads land together.
Example:
- common impact time:
12:34:00; - a player with a 20-second march sends at
12:33:40; - a player with a 55-second march sends at
12:33:05.
The synchronized wave removes more garrison squads before defenders can refill. Repeat on the next called time until durability reaches zero.
Member priority
- Hit the Furnace on the common timing.
- Resend every usable squad.
- If Leadership splits the wave, the clearing group lands first on the garrison and the strongest squads land immediately after it to damage durability.
- Attack enemy bases only when Leadership assigns that job.
Defending: what wins
Furnace layout
The goal is to make the attacker travel farther and deny easy teleport tiles.
- Use a map edge, corner, lake, or mountain only when it increases the attackers' march without blocking our return path. A deep corner can become a liability in a large fight because our defeated squads also have a longer return march.
- Leave no accidental gaps that fit an enemy base.
- Use small planned spacing so one missile does not remove the entire active defense.
- Put active weaker members closest to the Furnace so they can refill quickly.
- Put strongest active members on the outside where they can attack the revealed Warlord.
Player reports are mixed on multi-alliance mega-hives. They can create distance, but they also create several Warlords, overlapping missile zones, gaps when an alliance moves, and blocked return paths. A mega-hive works only when every participating alliance agrees on placement, Warlords, return tiles, and missile timing.
Divide the defense into roles
Furnace group: keeps the Furnace filled, replacing squads immediately.
Warlord group: attacks the revealed Warlord for the full three-minute charge.
Tile group: if the missile cannot be stopped, leaves just before impact and immediately teleports back to occupy the cleared tiles before attackers do.
Base-attack group: on Saturday, removes attackers near the Furnace when doing so does not empty the garrison.
Only the assigned group will chase the Warlord. Everyone else keeps the Furnace filled or holds the return tiles. A missile hurts us; an empty Furnace loses the war.
If the missile cannot be stopped
- Keep reinforcing the Furnace; do not empty it while watching the missile.
- Only assigned tile-return players use the supplied defense tactic: random-teleport about five seconds before impact, then immediately Advanced Teleport back into the cleared inner tiles.
- Clear ruins when the available profession skill allows it and they block friendly returns.
- Bases that return inside the mud can be attacked even on Wednesday.
- Continue for the full timer; a missile creates access but does not destroy the Furnace by itself.
What members need before the battle
Attack
- Target Furnace and coordinates
- Common hit time
- Warlord launch/protection location
- Clearing group and durability group, if the attack is split
- Resend instruction
- Stop condition
Defense
- Event start and duration
- Furnace refill instruction
- Named Warlord attackers
- Named tile-return players
- Wednesday or Saturday base rules
- Stop condition
Sources
- Original guide card: Rare Soil War schedule
- Original guide card: Simplified rules
- Original guide card: Defense strategy
- Official Last War Wiki: Rare Soil War attack rules
- Rank-one alliance player guide and follow-up discussion
- Recent player retrospective on attack and defense
- Recent player reports emphasizing attendance and synchronized attacks