Goblin Legion
When: recurring. Only one battle per event period, started by the Alliance Leader or an R4. What it is: a defensive alliance event — goblins attack member outposts in waves and you hold them off. Why it matters: milestone rewards during the event plus ranking rewards for top players and alliances afterwards, with relatively low risk to your troops.
The short version¶
- An R5 or R4 schedules the start. Accept the system's suggested time unless you have a reason not to.
- Keep your marching queues at home. You need them for defence.
- Set your strongest defence at the gates.
- Reinforce your allies — that scores too.
- Clear waves on your own outpost for Defence Points.
- Do not leave or switch alliances during the attack.
Scheduling it¶
The system automatically proposes an optimal start time based on member activity, and R4/R5 can override it manually.
Take the suggestion seriously. It is derived from when your members actually log in, which is usually better information than a leader's intuition. Override it only if you know something the data does not — a scheduled alliance war, for instance.
Only one battle per event period. There is no second attempt if the timing goes badly, so this decision matters more than it looks.
Higher difficulties unlock when enough members meet the level requirement. Growing the alliance's floor, not its ceiling, is what opens better rewards.
How the fight works¶
Goblins attack member outposts in waves.
They attack from the building closest to you — whether or not your alliance owns it. This is the piece of map knowledge that decides how bad your defence will be, and it is not obvious. Where you have placed your outpost relative to nearby structures determines your approach vector.
If an outpost is breached twice, attacks on that outpost stop. So a player who is going to lose is not going to be ground down indefinitely — there is a floor on how bad it gets.
Seriously Injured troop counts from this event were significantly reduced in the January 21, 2026 update, which makes participating much less costly than it once was.
Scoring¶
Defence Points come from two sources:
- Clearing waves on your own outpost
- Reinforcing allies
That second one is the half most players neglect. If your own outpost is holding comfortably, your queues are better spent reinforcing someone who is struggling — it scores for you and it keeps a teammate in the event.
Rewards: milestone rewards during the event, plus ranking rewards for top players and top alliances, mailed afterwards.
Best practice¶
Keep your marching queues at home. This is a defensive event. Queues out gathering are queues not defending, and unlike most events there is no offensive scoring to chase.
Set the strongest defence you can at the gates. Equip heroes to guard the Camp Gates, and garrison through the Defense Center.
Reinforce others once you are stable. See above.
The alliance-switching rule¶
Leaving or switching alliances during the attack stops it immediately. And leaving before rewards are sent forfeits your alliance ranking rewards.
If you are planning to move alliances, do it between event periods. Doing it mid-event costs you the rewards you already earned and cuts your old alliance's event short.
For alliance leaders¶
Use the suggested start time. The system knows your members' login pattern.
Tell members to bring queues home before the start. This is the most common individual failure.
Push the level floor, not the ceiling. Higher difficulties unlock on how many members meet a level requirement, so helping your weakest members level up directly unlocks better rewards for everyone.
Warn anyone considering an alliance change to wait until after rewards are distributed.
Common mistakes¶
Queues out gathering when the waves start. You cannot defend with troops that are not home.
Only defending your own outpost. Reinforcing allies scores.
Overriding the suggested time on a hunch.
Switching alliances mid-event. Stops the attack and forfeits your ranking rewards.