State 677 — Season 2 Everfrost Guide (Old Data)
The single most important Season 2 loop
Section titled “The single most important Season 2 loop”Fuel → Frostbanes → Frost Cores → Greenhouses → Ice Blooms → BioLab → Resistance → higher Frostbanes → more Frost Cores
Everything State 677 does in the opening should support that loop.
Players who break the loop by spending Frost Cores and Ice Blooms in the shop, upgrading unnecessary seasonal buildings too early, or killing low-reward creatures will fall behind in resistance.
Falling behind means lower-level creatures, fewer seasonal resources and slower progress for the rest of the season.
Generic Everfrost playbooks (PDF)
Section titled “Generic Everfrost playbooks (PDF)”(File not migrated: Everfrost_Era_Guide.pdf)
Day by Day Guide from Server 630 (Spl. Thanks to them)
Section titled “Day by Day Guide from Server 630 (Spl. Thanks to them)”FrostBorn Lions [FL2] | Season 2 Library
Opening day-by-day plan
Section titled “Opening day-by-day plan”Exact event unlocks may move slightly between server groups. The in-game Season calendar and countdown are the final authority.
Day 1 — Build the engine
Section titled “Day 1 — Build the engine”(Image not migrated: s2-day1)
State order
Section titled “State order”- Select Support Mastery.
- Construct every available Smart Greenhouse.
- Begin upgrading the BioLab.
- Kill the highest practical Frostbanes.
- Use Snow Leopards only after Frostbane opportunities are exhausted.
- Do not spend Frost Cores or Ice Blooms in the Arctic store.
- Report the actual daily attempt limit to state leadership.
Player instructions
Section titled “Player instructions”- Upgrade Greenhouses evenly rather than pushing one while leaving the others far behind.
- Use Frost Cores primarily on Greenhouses.
- Use Ice Blooms primarily on Greenhouses and the BioLab.
- Join strong Frostbane rallies whenever possible.
- Claim every Season Journey and Personal Glory reward that becomes available.
- Check every seasonal screen and activate any earned bonuses manually.
For spenders, current guides recommend purchasing the seasonal building queue first and, where available, the four Wartime Investment packages. These purchases are optional; they should never be presented as a requirement for participation.
Day 2 — Increase resistance before using attempts
Section titled “Day 2 — Increase resistance before using attempts”(Image not migrated: s2-day2)
Do not automatically burn every creature attempt immediately after reset.
When a BioLab upgrade will finish that day, players should wait for it to complete and then attack the higher-level Frostbanes unlocked by the additional resistance. They must still finish all rewarded attempts before reset.
The state should establish a rally ladder:
- Highest-resistance players start the highest Frostbane rallies.
- Mid-power players fill those rallies.
- Lower-power players join for first-hit credit, influence and seasonal rewards.
- Rally leaders announce the required troop type and formation.
Aggressive spender benchmarks reported by current guides are approximately Greenhouses 10–12 and BioLab 9–10 around Days 2–3. These are reference points, not state requirements; free-to-play players should focus on continuous progress rather than chasing spender numbers.
Day 3 — Standardize the state routine
Section titled “Day 3 — Standardize the state routine”(Image not migrated: s2-day3)
By Day 3, every active player should understand:
- Frostbanes come before Snow Leopards.
- Resistance determines which regular seasonal creatures can be defeated.
- Greenhouses produce Ice Blooms.
- The BioLab provides resistance.
- Seasonal building resources must not be wasted.
- Daily creature attempts must never expire unused.
Leadership should publish the first progress report:
| Metric | What to track |
|---|---|
| BioLab progress | Highest, average and struggling players |
| Greenhouse progress | Whether players are keeping them reasonably even |
| Resistance | Highest creature level each group can defeat |
| Participation | Players completing their daily attempts |
| Fuel | Whether players are burning fuel unnecessarily |
| Personal Glory | Players falling behind on early rewards |
Do not publicly shame weaker members. Pair them with rally leads and teach them how to progress.
Day 4 — Establish boss protocols
Section titled “Day 4 — Establish boss protocols”(Image not migrated: s2-day4)
By this point, the state should have a clear procedure for Yetis and any other bosses that appear.
Yeti protocol
Section titled “Yeti protocol”- Use the highest-level Yeti the alliance can defeat reliably.
- Prefer a full-health Yeti; a damaged one may already belong to another alliance’s attempt.
- Use 5 or 10-minute rallies when necessary so the rally fills with main formations.
- Most guides report two rewarded Yeti kills per ordinary day and five on Sunday.
- If a Yeti targets a headquarters, starting a rally against it and cancelling the rally can reset or redirect its target.
- Resistance does not govern Yeti damage in the same way it governs Frostbanes and Snow Leopards.
Alliance leaders should post Yeti coordinates, level, health and rally time before attacking.
Day 5 — Protect the resource economy
Section titled “Day 5 — Protect the resource economy”(Image not migrated: s2-day5)
Leadership should inspect whether players are:
- Buying shop items with Frost Cores too early.
- Upgrading combat-oriented seasonal buildings prematurely.
- Killing Snow Leopards before Frostbanes.
- Allowing Greenhouses or the BioLab to remain idle.
- Using fuel on low-value map activities.
- Ignoring Personal Glory chests.
Combat seasonal buildings should normally wait until the Greenhouse/BioLab engine is healthy. One current guide recommends considering combat buildings only after approximately BioLab 10+, Greenhouses 15+ and a stable Frost Core supply—generally late Week 2 or early Week 3 rather than opening week.
Day 6 — Catch-up and state strengthening
Section titled “Day 6 — Catch-up and state strengthening”(Image not migrated: s2-day6)
Use Day 6 to carry players who are falling behind:
- Run repeated high-level Frostbane rallies.
- Teach players to inspect resistance before attacking.
- Ensure every active player has selected Support Mastery.
- Help alliances identify inactive accounts.
- Move active players into alliances capable of completing seasonal objectives.
- Prepare healing resources and formations for future Ice Pit and Glory War battles.
The objective is not only to build the top 20 accounts. A strong season requires several active alliances and a large number of players capable of joining rallies, healing and participating in objectives.
Day 7 — First weekly audit
Section titled “Day 7 — First weekly audit”(Image not migrated: s2-day7)
At the end of the opening seven days, publish a state report containing:
- Highest and average BioLab level.
- Highest and average Greenhouse level.
- Highest Frostbane defeated.
- Number of active seasonal participants.
- Personal Glory leaders.
- Fuel and healing concerns.
- Upcoming unlocks and event times.
- Alliances ready for Ice Pits and Glory War.
Do not reset to Combat Mastery merely because the first week has ended. Most players should still remain in Support.
Days 8–10 — Accelerate resistance
Section titled “Days 8–10 — Accelerate resistance”Continue the same engine, but begin separating players into two groups:
Development group
Section titled “Development group”Players who still need resistance remain fully invested in Support Mastery, Greenhouses and BioLab progression.
Combat preparation group
Section titled “Combat preparation group”Only the strongest players who can already defeat top seasonal creatures and maintain their resource income should begin planning for later combat builds and Mastery changes.
Some guides show approximately Greenhouses 16–20 and BioLab 10–12 around Days 10–12 for aggressive accounts. Treat this as a comparison benchmark, not a universal target.
Days 11–14 — Prepare for competitive events
Section titled “Days 11–14 — Prepare for competitive events”Leadership should now finalize:
- Glory War rally leaders and fillers.
- Ice Pit assignments.
- Red-zone and safe-zone positioning.
- Batch-healing procedures.
- State buff schedules.
- Kong damage and last-hit rules.
- Cross-state diplomacy.
- Which alliances will contest each Ice Pit level.
Core Proliferation may appear around this general phase in some rollouts, but reports differ. When it appears, rewards are doubled and only the first 15 kills generally provide the seasonal creature rewards. Follow the displayed counter.
Recurring weekly calendar
Section titled “Recurring weekly calendar”These activities may unlock after the opening week or later. Verify the actual event screen each week.
| Day | Seasonal priorities |
|---|---|
| Monday | Frozen Rescue; Level 1 Arctic Ice Pit when unlocked |
| Tuesday | Frozen Rescue; development and catch-up rallies |
| Wednesday | Frozen Rescue; Level 2 Arctic Ice Pit when unlocked |
| Thursday | Hero development and Hero Swap planning; good time to align skill books and fragments with hero-point events |
| Friday | Level 3 Arctic Ice Pit; strongest attendance and saved fishing resources |
| Saturday | Enemy Buster, Glory War or other scheduled combat; exact calendar varies |
| Sunday | Endless Night activities and up to five rewarded Yeti kills where shown |
The attached and community guides report Ice Pit contests at approximately 11:00 APO/server time on Monday, Wednesday and Friday, but State 677 should announce the countdown shown in its own event screen rather than relying solely on that fixed time.
Generic Everfrost playbooks
Section titled “Generic Everfrost playbooks”1. BioLab, Greenhouses and resistance
Section titled “1. BioLab, Greenhouses and resistance”Priority order
Section titled “Priority order”- Smart Greenhouses.
- BioLab.
- Additional seasonal development buildings only when required.
- Combat buildings after the resource engine is established.
Greenhouses convert time into Ice Blooms. The BioLab converts seasonal investment into resistance. Higher resistance unlocks stronger Frostbanes and Snow Leopards, which return more Frost Cores and resources.
For free-to-play players who cannot defeat the next creature even with sufficient resistance, secondary seasonal buildings may eventually be needed for additional power. They should not replace the core Greenhouse/BioLab strategy during the opening.
2. Mastery skills
Section titled “2. Mastery skills”Opening recommendation: Support Mastery
Section titled “Opening recommendation: Support Mastery”The most consistently recommended early path is:
- Architect’s Insight: increased Mastery experience from seasonal building upgrades.
- Ice Bloom Production: increased Greenhouse output.
- Frost Core Refinement: increased Frost Core gains.
- Resistance Boost: additional resistance.
- Building Support/Eco Recovery: faster or more efficient construction.
- Then utility skills such as Injury Relief, Shield Bond, Swift Rally and Vault Master according to account role.
The attached guide recommends remaining in Support until BioLab 28, because Support’s resistance bonus helps players defeat the highest Frostbanes. Only after the BioLab can replace that lost resistance should players switch to Military/Combat Mastery.
When to switch to Combat
Section titled “When to switch to Combat”Switch only when:
- The player can continue defeating the highest relevant seasonal creatures without Support’s resistance.
- Greenhouse and BioLab development are stable.
- Major Glory War or Ice Pit combat is approaching.
- The account is genuinely needed as a rally lead or frontline fighter.
For Combat Mastery:
- Rally leaders prioritize rally capacity/power, damage and survivability.
- Rally fillers prioritize attack, health and troop survival.
- Lower-resistance players should remain in Support longer rather than weakening their seasonal income.
3. Frostbanes and Snow Leopards
Section titled “3. Frostbanes and Snow Leopards”State rule
Section titled “State rule”Frostbanes first. Snow Leopards second.
They consume the same seasonal attempt pool, but guides consistently report that Snow Leopards provide poorer rewards per attempt.
Additional rules:
- Attack the highest level that can be defeated efficiently.
- Wait for a same-day BioLab upgrade before using attempts.
- Join stronger rallies for higher rewards and first-hit credit.
- Do not let attempts expire.
- When the game shows 30 attempts, complete 30.
- When the game shows 15 doubled attempts, stop after 15.
- Continue ordinary non-rewarded kills only when another event or first-clear objective justifies the fuel.
4. Hunter Yeti
Section titled “4. Hunter Yeti”- Usually two rewarded defeats daily and five on Sunday.
- Target the highest safe level rather than wasting limited attempts on weak Yetis.
- Use full main formations.
- Use longer rally timers for the strongest Yetis.
- Avoid damaged Yetis unless ownership has been confirmed.
- Use the rally-and-cancel method when a Yeti targets a headquarters.
- Assign designated Yeti rally leaders in each alliance.
- Record which players have already consumed their daily attempts.
5. Glacier Kong
Section titled “5. Glacier Kong”Kongs are significantly stronger than Yetis and contribute to state-wide missions. The attached guide states that the direct killing reward goes to the player delivering the final blow.
State 677 Kong procedure
Section titled “State 677 Kong procedure”- Post the coordinate, current health and recommended power.
- Announce the alliance coordinating the kill.
- Launch two or three synchronized rallies.
- Allow all available members to obtain participation rewards.
- Decide the final-hit arrangement before the Kong reaches low health.
- Prohibit deliberate same-state sniping unless it is an openly competitive event.
Because Kongs appear unpredictably, appoint state scouts across multiple time zones.
6. Arctic Ice Pit and Tundra Titan
Section titled “6. Arctic Ice Pit and Tundra Titan”How ownership works
Section titled “How ownership works”Multiple alliances attack the Tundra Titan. The alliance producing the greatest qualifying damage or capture contribution claims the pit. Even a member who attacks once can receive participation rewards, so everyone available should land at least one attack.
Positioning
Section titled “Positioning”- Red zone: closest to the Pit, shortest marches, but headquarters can be attacked and looted.
- Frozen outer area: safer headquarters positioning, usually around a 25–30-second march.
- Strong and shield-ready players occupy the red zone.
- Developing and resource-heavy players remain in the safer area.
Combat preparation
Section titled “Combat preparation”- Activate War Frenzy.
- Request President combat buffs.
- Use Rose or equivalent attack/defence buffs where available.
- Use main formations.
- Prepare for injured and potentially perished troops.
- Use small batch healing so alliance helps reduce speedup and diamond usage.
- Do not arrive with full hospitals.
During the first Ice Pit phase, competition may be state-only; later phases can allow the other grouped states to enter.
Fishing
Section titled “Fishing”- Purple/common hooks and gold/master hooks start fishing queues.
- Multiple hooks can be used in one queue.
- Owning the Pit improves the chance of rare fish.
- Save valuable hooks for Level 3 Pits unless completing an index entry requires otherwise.
- Fish in different Pits to complete the full index.
- Duplicate fish can be shared.
- Open the Fish Index and manually activate newly obtained fish to claim the reward.
- Pit owners may receive alliance-shareable diamond envelopes.
- Coordinate Pit rotations diplomatically when constant fighting would weaken all four grouped states.
- At the end of Fishing event, you can collect 100 diamonds for each hook you trade in.
7. Frozen Rescue
Section titled “7. Frozen Rescue”Frozen Rescue generally runs Monday through Wednesday when unlocked.
A Cold Snap freezes an animal. Players scout it to begin the rescue timer, and cooperative scouting speeds the rescue. Once freed, players can collect rewards from the animal. Share coordinates immediately because the available window is limited.
Reward priorities
Section titled “Reward priorities”| Animal | Main reward | Best for |
|---|---|---|
| Deer/Elk | Badges | Players blocked by T10 or badge requirements |
| Mammoth | Universal/exclusive equipment or weapon fragments | Equipment progression |
| Fox | Orange skill books and other resources | Hero skill development |
| Boar | Diamonds, fuel or related resources | General account economy |
The attached guide reports ten rescue attempts per day and shows Elk providing approximately 300 badges per rescue, but values should be verified in State 677’s event panel.
8. Snowman Mania
Section titled “8. Snowman Mania”- Complete Snowman tasks every day.
- Snowballs upgrade the Snowman.
- Snowflakes from Frostbanes and Snow Leopards can be converted into Snowballs.
- The attached guide reports a conversion of 100 Snowflakes for one Snowball.
- Snowballs may also be obtained through tasks and player interactions.
- The guide shows 20 event levels and awards the base Zazz Snowman decoration at Level 20.
- Exact decoration statistics and later upgrades should be checked in the current in-game panel.
- Do not leave Snowman tasks until the final day; several depend on repeated daily activity.
9. Personal Glory and Season rankings
Section titled “9. Personal Glory and Season rankings”Personal Glory should be pushed early because it improves recurring Glory Chest income. The attached guide shows:
- A Personal Glory cap of approximately 72,200.
- A Glory Chest available every eight hours.
- Alliance Season Points combining Personal Glory and Glory War performance.
Players should:
- Complete seasonal creature attempts.
- Secure first-hit and discovery rewards.
- Claim eight-hour chests promptly.
- Open all rank milestones manually.
- Avoid allowing chests to remain unclaimed for extended periods.
Verify the actual cap in State 677, since values can be adjusted between versions.
10. Hero Swap and current Season 2 heroes
Section titled “10. Hero Swap and current Season 2 heroes”The current Season 2 roster is listed by newer guides as:
- Bella
- Alma
- Harleyna
The hero corresponding to a player’s main faction generally provides the most immediate formation value.
Hero Swap rules
Section titled “Hero Swap rules”- Hero levels can be swapped.
- Skill levels can be swapped where the destination hero has the appropriate unlocked skill slots.
- Hero stars do not transfer.
- Excess skill books may be refunded when the receiving hero cannot use all transferred skill levels.
- Star the new hero before completing the swap when doing so unlocks additional skill capacity.
- Save fragment and skill-book spending for Hero Initiative or equivalent hero-scoring days whenever practical.
The attached guide’s Hero Swap explanation remains useful even though its example heroes are from the older season sequence.
11. Arctic store and seasonal spending
Section titled “11. Arctic store and seasonal spending”During the opening:
- Do not exchange Frost Cores needed for Greenhouses.
- Do not exchange Ice Blooms needed for BioLab upgrades.
- Avoid cosmetic or low-impact purchases.
- Evaluate orange skill books, badges, universal fragments and other premium items only after the seasonal building engine is secure.
The store is a late-season value source, not a Day 1 shopping destination.
State 677’s six non-negotiable rules
Section titled “State 677’s six non-negotiable rules”- Frostbanes before Snow Leopards.
- Use every rewarded attempt shown by the game.
- Greenhouse and BioLab before the seasonal shop.
- Support Mastery until resistance is safely secured.
- Yetis, Kongs and Ice Pits must be coordinated—not sniped.
- A strong state develops ordinary players, not only whales.