Union War Help
Monday: Truce Phase. All Unions call a truce!
Tuesday through Friday: Registration Phase.
Commanders need to complete Union Activity Quests to be qualified for the Union War. Members can register for the Union War, which starts on Saturday and ends on Sunday.
The lineup you set during the Registration Phase
will be your defense lineup in the Union War. You
gain scores by defending the Union.
Unions from different tiers have different
requirements on lineups. During Registration Phase,
if the Union War is short on registrants, bot heroes
will be sent to help your Union fill the gap.
Saturday and Sunday: War Phase. Commanders registered from Tuesday through Friday battle members of the opposing Union. Those without opponents instantly win.
During War Phase, each hero of the attacker can be dispatched once per day, while the defender’s lineup is unaffected.
Every Commander starts with 3 battle attempts, with 3 more granted on each Sunday, increasing to 5 per day as he/she gains tiers.
Winning a battle adds Union War points to your Union. At the end of the event, the Union with the most points wins.
Participating Union War increases the tier of your
Union. Higher tier means rewards.
Each attack in war will earn 1 progress,
progress for winning a reward.
Unclaimed Union War rewards will be preserved
for up to 1 week, after which they will be replaced by
rewards for the next event.
Strategy
When participating in a Union War be sure to Edit your registration after each significant bump in your power and/or when you break through your current Wall on X-War and/or Galaxy Wanted.
Your original Union War lineup is locked in at the time you registered. If you increased in power since then, it will not be reflected unless you Edit your team.
You can simply click the Editing button and Battle and it will take the new levels of your heroes and update your power score (assuming you do not have a stronger hero to replace any of your original lineup).
It is also wise to set a reminder to do this just before registration closes, so you know you have your strongest team on defense.
The defender wins all ties. Some people like using Van Helsing on their Defense team because he deals between 250-400% Attack Damage to the enemy team when he dies, and if he wipes out that team with his death explosion, the defender wins.