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Season 2 - Recommended Combat Mastery Skills

Every skill scales linearly ✅ Each point adds the same amount as the first one, so:

A skill’s value at max = its Lv.1 value × 5.

A +2% skill goes 2 / 4 / 6 / 8 / 10%. A +30 skill goes 30 / 60 / 90 / 120 / 150.

Two things follow from this, and both matter when you are planning a build:

  • Partial investment is proportional. Four points into a 5-level skill gives you exactly four-fifths of it. Nothing is wasted by stopping short.
  • There is no bonus for reaching max. The fifth point is worth the same as the first, so a skill you only half-want is worth half-buying, and a weak skill does not become strong by maxing it.

Effects below are the value at max level, read live in game ✅

TierSkillMaxEffect at max level
Lv.1Unit Mobilization5On use, instantly receive 150 units of your highest unlocked level (within capacity). Cooldown 24 hrs
Lv.1Concentrated Power5When launching or joining a rally, Self DMG +10%
Lv.5Drill Setup5Military Center capacity +1,000 — raises your unit cap, the total army you can hold
Lv.5Intense Training (name pending)5Unit training speed
Lv.10Rotland Trek5March Speed within Capital range +5%
Lv.10Rally Defense5When initiating a team-up against survivors, your team’s Mortality -5%
Lv.15Camouflage2Headquarters anti-scout mode, 30 minutes. Cooldown 24 hrs
Lv.15Master of Rule5Troop DMG during State Ruler +10%
Lv.20Victory Chase5When attacking a burning headquarters, the target’s Mortality +5%
Lv.20Berserk5Damage under War Frenzy mode +5%
Lv.25Siege Strike5Troop ATK & DEF in Siege Attacks +10%
Lv.25Offense Line1Build 1 extra offensive structure
Lv.30Single node — confirmation pending5Expected to be a rally departure skill (rallies can launch early, weekly limit +1)

Eleven of the thirteen nodes are confirmed from live tooltips. The Lv.5 second slot and the Lv.30 node are still being verified and will be updated here once read in game.

Take the core six first. That is 26 points:

  1. Offense Line — 1/1 (1 point)
  2. Drill Setup — 5/5 — 1,000 more troops you can hold, so your reserves run deeper through a long fight
  3. Siege Strike — 5/5 — +10% ATK & DEF against cities, HQs and turrets
  4. Berserk — 5/5 — +5% damage whenever War Frenzy is up
  5. Victory Chase — 5/5 — +5% enemy mortality on burning HQs
  6. Master of Rule — 5/5 — +10% troop damage on State Ruler day

That leaves 4 points for your role:

Your roleSpend the last 4 points onWhy
Rally joiner (most players)Concentrated Power — 4/5 (+8% Self DMG in rallies)Works whether you launch or join, so it pays out every single time you are in a rally. The best flex buy for anyone who fights with the alliance.
Rally leaderRally Defense — 4/5 (-4% team mortality)You are the one initiating, so the trigger condition is met. Fewer losses across every rally you run, for your whole team.
Solo / field fighterRotland Trek — 4/5 (+4% march speed in Capital range)Only worth it if you are constantly re-marching inside Capital range. It is the weakest node point-for-point.

If your state is not in State Ruler contention, swap Master of Rule out for Concentrated Power at 5/5. Master of Rule is worth +10% on one day and nothing on every other day, so it only earns its five points if that event is actually in your calendar.

Same core six (26 points), then 9 points across two role skills instead of one:

  • Rally joiners: Concentrated Power 5/5 (31) + 4 into Rotland Trek or Unit Mobilization
  • Rally leaders: Concentrated Power 5/5 (31) + 4 into Rally Defense
  • Solo fighters: Rotland Trek 5/5 (31) + 4 into Concentrated Power

At a full 30 or 35 points the order does not change your final build — everything on the core list gets maxed either way. Order only matters while you are still climbing toward Mastery 30. In that case:

  1. Offense Line first. One point, and the structure starts earning ATK and Mastery EXP immediately.
  2. Concentrated Power and Drill Setup next. Rally damage pays out at every alliance fight, and capacity gives you somewhere to put the troops you train.
  3. Siege Strike, Berserk, Victory Chase as your fight windows approach.
  4. Master of Rule last. It is worth +10% on State Ruler day and exactly nothing on every other day, so fill it just before the event rather than early.
  • Stay primarily in Support Mastery while you are still building Bio Lab, resistance and seasonal progression. Support compounds across the whole season; Combat only pays during fights.
  • Bio Lab 26 is where level 60 Frostbanes open up, and Bio Lab 28 is the cleaner checkpoint before a hard switch to Combat if you want to keep that access afterwards.
  • Before that point, it is still reasonable to switch to Combat temporarily for Enemy Buster day, especially since Capital Clash falls on the same day during State Ruler.
  • Resets cost a Mastery Reset Pass, so switch for a known event window or an alliance role — not on impulse after losing a fight.
  • Unit Mobilization (max 5) — 150 free top-tier units a day, and unlike every percentage buff here, those troops are permanently yours after the season ends. But 150 is noise next to a full march, it is an active you must remember to press daily, and it gives nothing while you are already at your unit cap. Because scaling is linear there is no reason to commit five points: one spare point for 30 a day is the efficient version.
  • Intense Training (max 5) — unit training speed. Useful for rebuilding an army between war days, but it is an economy skill competing against combat skills for the same points.
  • Camouflage (max 2) — 30 minutes of anti-scout cover on a 24-hour cooldown. Situational misdirection before a big fight, never worth cutting a core skill for.
  • Rotland Trek (max 5) — +5% march speed, and only inside Capital range. On a one-minute march that is three seconds. It is a tempo skill, not a strength skill, and belongs in the flex slot at most.

Victory Chase carries this event. Once a target’s HQ is burning, every follow-up attack converts more of their wounded troops into real losses.

Concentrated Power, Siege Strike, Berserk and Master of Rule are the core. As the fight drags on and everyone starts losing troops, the players with deep reserves — and whose rally leads run Rally Defense — stay effective the longest.


Verified against the live Combat tree. Values marked ✅ were read directly from in-game skill tooltips. The Lv.5 second node and the Lv.30 node are pending confirmation.