
View in-game maps with Ukrainian labels ↓
What the event is and how to win
This is a one-hour guild-versus-guild points battle, not a kill-count contest. Score comes from first occupation, continued control and caravan arrivals. The central Altar launches caravans and cannot be occupied.
After taking a stronghold, hold it for three consecutive minutes to complete occupation. Winning a fight is not the same as completing occupation. Higher final score wins; a tie gives consolation rewards to both sides.
Current registration: Teams A and B
Standard Arena requires at least 30 guild members with Castle 17+. R4/R5 registers, chooses a time slot and must assign Team A/B lists. No assigned participants means no match. Guild affiliation locks at matching start, not the old registration-start cutoff.
The update allows up to 40 participants in A and 60 in B; reserves were removed. Only A changes guild Cups and determines guild rewards. Personal checkpoints depend on the battle of the team you participate in. B is not a second attempt after playing A.
Confirm attendance and lineups beforehand. Check the assigned slot in the event and mail: the server can change your preference. A 24-hour announcement window is not one match duration. The supplied notice shows 29–30 and 30–31 October 2026 periods; it does not establish a universal schedule or timezone.
What leagues give and how to read the table
There are ten leagues: Newbie, Beginner I/II, Intermediate I/II, Advanced I/II, Expert I/II and Master. Guild Cups, not one player’s Might, determine progression. Cross-league matches use the lower league’s rules. Cup changes depend on Team A and the Cup difference; there is no guaranteed fixed +100 per win. Not registering leaves Cups unchanged.
The table shows normal starting boots per player, concurrent caravan cap and the shared initial/maximum guild transport pool. These are not participant caps. ∞ means no guild transport cap, not free Relocator items. The special Dragonwing Arena announced 150 boots each; do not apply that to every normal round.
Higher leagues change the map, tactical options and reward bracket, not a permanent account-wide ATK bonus. The 50% Army ATK bonus comes from holding Ancient Remains during the match. I → II may retain the same map and limits while changing the Cup threshold and reward bracket.
IGG / Steam: Version 2.85, 14 Sep 2022
All leagues: thresholds and actual differences
Scroll the table horizontally
| League | Cups | Boots | Caravans | Transports: start / max | Targets / layout |
|---|---|---|---|---|---|
| Newbie League | 0–299 | 30 | 1 | ∞ / ∞ | 6 / #3 |
| Beginner League I | 300–599 | 30 | 2 | ∞ / ∞ | 12 / #9 |
| Beginner League II | 600–899 | 30 | 2 | ∞ / ∞ | 12 / #9 |
| Intermediate League I | 900–1299 | 30 | 3 | ∞ / ∞ | 12 / #9 |
| Intermediate League II | 1300–1699 | 30 | 3 | ∞ / ∞ | 12 / #9 |
| Advanced League I | 1700–2199 | 35 | 3 | 150 / 150 | 12 / #11 |
| Advanced League II | 2200–2699 | 35 | 3 | 150 / 150 | 12 / #11 |
| Expert League I | 2700–3299 | 35 | 4 | 100 / 100 | 12 / #11 |
| Expert League II | 3300–3999 | 35 | 4 | 100 / 100 | 12 / #11 |
| Master League | 4000+ | 40 | 4 | 100 / 100 | 12 / #11 |
Maps for all ten leagues
Choose a league. Layouts use client tables: exact coordinate schematics, not terrain screenshots. Numbers are reference node IDs. Several leagues share a map. The Altar is shown but excluded from capturable targets. For a cross-league match, choose the lower league.
Newbie League
Cups: 0–299 · Targets: 6 · Concurrent caravans: 1
Boots per player: 30 · Shared transports: initial / maximum: ∞ / ∞
All coordinates and node types
| ID | Type | X | Y |
|---|---|---|---|
| 157 | Dragon Altar | 32 | 63 |
| 158 | Citadel | 8 | 15 |
| 159 | Citadel | 55 | 112 |
| 160 | Hot Springs | 12 | 49 |
| 161 | Ancient Remains | 51 | 78 |
| 162 | Outpost | 23 | 32 |
| 163 | Outpost | 40 | 95 |
Gallery of every distinct layout
In-game maps with Ukrainian labels — archive
Select an image or “Open full size”. League names below refer to the source’s historical classification. Original source: dra.jp
Newbie and Beginner
Historical layout · 16 targets + Dragon Altar
Open full size ↗Intermediate League
Historical layout · 20 targets + Dragon Altar
Open full size ↗Advanced League
Historical layout · 20 targets + Dragon Altar
Open full size ↗Expert League
Historical layout · 20 targets + Dragon Altar
Open full size ↗Master League
Historical layout · 24 targets + Dragon Altar
Open full size ↗Strongholds, caravans and points
Citadels give the highest passive rate. Ancient Remains grant +50% Army ATK, Hot Springs +50% Healing Speed. Transporters grant five shared transports on first occupation and one more per minute held, up to the cap. Multiple Springs/Remains stack under the battle rules; this is not a multiplier of all final damage.
Caravans leave the Altar, visit intermediate strongholds and end at a Citadel. A contested node may stop a caravan. The table’s caravan cap is simultaneous travel, not the hourly total. Read the route on the live map; no website line substitutes for the server’s actual route.
Arrival at another stronghold gives 9,000 guild / 3,000 solo points; at a Citadel, 15,000 / 4,000. Solo credit is not awarded to everyone merely for being online: relevant troop participation is required. Do not multiply it by every march or guild member without checking credit rules.
Lords Mobile Wiki: community reference
Stronghold point values
Scroll the table horizontally
| Stronghold | Guild: first occupation | Guild / min | Solo: first | Solo / min |
|---|---|---|---|---|
| Citadel | 6000 | 1200 | 1800 | 360 |
| Hot Springs | 3000 | 600 | 1500 | 300 |
| Ancient Remains | 3000 | 600 | 1500 | 300 |
| Transporter | 1200 | 240 | 1200 | 240 |
| Outpost | 1200 | 240 | 1200 | 240 |
Preparation and account safety
- Before entry: Castle 17+, no wounded, repaired traps, full Wall, no Battle Fury and no troops outside. Recall gatherers, camps, reinforcements and rallies beforehand. Verify your A/B assignment.
- Save battle talents, gear, familiars and presets. A rally lead needs real battle boosts, capacity and fills; total Might does not prove a win. Counters: Infantry → Ranged → Cavalry → Infantry; scout actual composition and formation.
- Troops do not die in the Arena and Infirmary space is unlimited. Healing consumes no resources but still needs time or Speed Ups. No deaths does not mean no cost. Leaving auto-heals, but you cannot re-enter that battle.
- Your Shield is suspended in the Arena and restored with its remaining time on exit. Leaders may be captured for five minutes. Do not apply these protections to Chaos Arena, Expedition, KvK or the normal Kingdom map.
A phase-by-phase match plan
- 0–5 min: preparation, with no attacks or relocation. Assign sectors, target names and rally order; support checks marches. Appoint caravan and occupation-timer callers.
- From minute 5: Outposts/Transporters open if present on your map. Take nearby nodes without spending all fighting strength or shared relocations on low-value points.
- From minute 10: Citadels, Springs and Remains open. Caravan approaches then become key coordinated-capture windows. Follow the current round’s timers, not just this example clock.
- Endgame: with a lead, preserve income and garrisons; when behind, calculate points needed and march + battle + three-minute occupation time. Do not attack just for a report if there is insufficient time to score.
Strategies for different guild strengths
- Low attendance or weaker stats: a compact sector. Choose one defensible Citadel and nearby Remains/Spring. A strong player commands the garrison; others fill with the requested troop type. Do not spread ten active players across twelve targets.
- Similar strength: two anchors plus a reserve. Two leads hold key Citadels while a mobile group covers the next caravan lane. Counter enemy rallies with correct fills; never empty all defenses for an attack together.
- Strong attendance and several leads: route control. Assign the four Citadels to reliable garrisons, secure Remains/Transporters and retain a strike group for caravan targets. Prioritize one main attack and one supporting action; scattered unsynchronized rallies are easier to stop.
- Against a stronger opponent, avoid fighting every enemy castle. Scout vacant/abandoned nodes, force responses in different sectors and secure available caravans. This reduces the gap; it does not guarantee beating any stats.
How to help without a powerful combat account
Support can stay in the protected starting area, joining rallies and reinforcing strongholds. After leaving it, you cannot relocate back. Send the requested troop type, tier and quantity; random mixed fills can spoil the plan.
Useful roles include rally fills, timely garrison replenishment, caravan calls, three-minute timers and monitoring the shared transport pool. For solo rewards, check your counter after credit is awarded; do not exit just to heal if you still need to participate.
Rewards, Dragite and purchases
Separate guild Cups, guild rewards and solo checkpoints. The league sets the reward bracket; wins and losses pay differently. Stay in the represented guild until rewards arrive. Check the current round for exact checkpoint thresholds and Dragite amounts: we do not present the pre-map-reduction reward table as current.
Spend Dragite in the event shop. First decide whether Boommeister medals advance your recruitment/grade plan, then compare other available items for your account. Do not spend simply because currency is available; check prices, inventory and limits. Your notice also mentions Royal Coins and Artifact Coins; quantities depend on the live reward list.
Common mistakes and the post-match review
- Mistake: treating an old 16/20-node picture as today’s map. Select your league below and compare with the live overview; multiple leagues share a layout.
- Mistake: everyone chases one castle while the opponent scores caravans. Every attack should answer which points it gains or denies and by what deadline.
- Mistake: the shared transport pool is spent without a plan. Reserve it for leads and future caravan lanes; reclaim a Transporter if needed. Your first relocation needs no item but still consumes the guild pool in capped leagues.
- Review caravan/occupation points, actual A/B attendance, Speed Up use, failed fills and emptied garrisons. Change one or two concrete actions next match, not just “get more Might”. Dragon Showdown is a separate tournament requiring 4,000 Cups and its own qualification; it is not Master League or a regular round.

Sources, currency and verification limits
- IGG: official core rules
Guild 1v1, strongholds, caravans and no troop deaths. The old announcement is not used as a current league table.
- IGG on App Store: updates 2.183–2.185 and 2.194
Teams A/B, 40/60 participants, removal of reserves; Dragon Showdown is a separate tournament, not an eleventh league.
- IGG / Steam: Version 2.85, 14 Sep 2022
Reduced strongholds from Intermediate I upward; separate Dragonwing Arena mode with 150 boots.
- Lords Mobile Wiki: community reference
Additional point-rate cross-check. Old 16/20-stronghold, caravan and registration tables may not match the retained client and are not copied as current.
- Marks Angry Review: community tactics
Additional discussion of roles and citadel priority. Plans below are Lords Atlas recommendations, not official guarantees.
Primary data for all ten leagues and three layouts: DragonWarZoneRank, KingdomToWonders, WonderPosition and DragonFireWonders from the retained client bundle retrieved 18 Oct 2026. Field layouts checked against client 2.206-706. StringUkr help 12360–12375 covers A/B registration, Cups, occupation, caravans and healing; 10261–10263 covers building bonuses. This is an offline reference check, not live battle observation. Current in-game maps/rewards take precedence.
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