Blizzard Brawl

A practical plan for the ten-player battlefield: choose objectives, time supply waves and use your six matches well.

Make each fight serve an objective

Blizzard Brawl pays points for buildings and collected supplies. Combat is a way to secure those points; a distant fight that costs you a building can make your scoreboard worse. The following plan is an interpretation of the scoring rules. Adapt it to the strength of the room rather than assuming you should always contest the central Vault.

Before entering

  • Recall scouting and expedition squads and clear Embassy reinforcements.
  • Select Same-Gen while learning unless you have a reason to face later-generation heroes. It narrows the generation range; it does not equalise equipment or research.
  • Reserve ten uninterrupted minutes. Entry consumes one of six season attempts and leaving early prevents re-entry.
  • Choose your strongest building march and leave queues available for collecting supplies.

Opening decisions

SituationPlan
You can hold the VaultTake first control and protect its continuing income
The Vault is strongly contestedTake a Forward Camp and collect supplies
Direct fights are heavily against youPrioritise accessible crates and avoid tying up all marches

Watch the battle timer

  • After the 30-second preparation, buildings open together and need ten seconds of uninterrupted occupation.
  • Supply caravans begin 30 seconds into the Battle Phase, then repeat every minute.
  • Item airdrops begin at 1:30, then repeat every two minutes. Avoid committing every queue just before these overlaps.
  • Compare the income you would abandon with the likely value of the next objective. The Vault earns 2,100 points per minute; a camp earns 600.

Use battlefield items deliberately

  • Use a Rocket Bomb just before contesting a garrison, rather than against an irrelevant distant Town.
  • An Ice Bomb prevents new dispatches for ten seconds; squads already on the field still matter.
  • Smoke ends when you dispatch troops. Use the protected window before you send the next march.
  • The Healing Elixir recovers a share of injuries up to its cap. Free eventual recovery does not remove the short-term cost of losing your fighting force.