
BASICS[]
Reservoir Raid (RR) is a bi-weekly event that pits two alliances from two different states against each other in an all-out battle to claim the most water for their alliance.
As the Raid ensues, both Alliances will battle it out with one another to capture, claim and defend the buildings around the map with an added introduction of Clean Water Tanks being discovered around the map at specific, periodic times. The alliance that can claim and holds the most Purified Water available and will win the Raid.
Troops will not die during the Reservoir Raid. Any troops wounded during the Raid recover automatically when the Raid ends. Hence, the most important Items that you need to save up are:
HEALING SPEEDUPS | ADVANCED RELOCATORS |
For the Top 20 Alliances in a State, registration can be done by the Alliance Leader or R4 members. Each alliance can register in the form of Legions, with a maximum of 2 Legions at a time. Each legion contains different rosters. Additionally, the registration times can also be different. Members who join the Alliance after the registration stage can not be added to the roster and will not receive any Rewards for the Reservoir Raid. When registration ends, the roster will be locked and can not be modified later.
- The Alliance Leader and R4 members can select up to 30 participants and 10 reservists for the Reservoir Raid.
- The Process takes around four days before the match starts ( Registration starts, Registration Ends).
- Alliance: Top 20 Alliance Power before registration begins.
- Solo: HQ Lvl 16 or higher, and be an Alliance member before Alliance registers.
Note: There are 2 Leagues to sign up for. Each can contain 30 participants, and 10 reservists. You may only be in one league for the week.
- You will be notified once you get picked and registration has ended.
- Once the registration is over, you will be matched with an opponent.
- RL and RR cannot be at the same time.
Once the battle begins, Chiefs will be able to enter the Canyon where the Raid takes place. Participants must ensure they have no recon or marching troops, and no reinforcements in the Settlement.
- STAGE 1: Water Treatment Centers, Water Processing Plants, Solar Power Stations, and Abandoned Helipads.
- STAGE 2: Central Reservoir, Munitions Factories, and Dev Compounds.
- STAGE 3: Water Tanks begin to spawn randomly.
Occupying and controlling buildings during the Reservoir Raid will increase Alliance and Solo Purified Water totals. Some buildings also offer powerful bonuses.
Every 10K power of enemy troops killed while defending a building will earn 40 Solo Purified Water. every 10K power of enemy troops killed while attacking a building will earn 80 Solo Purified Water. Neither contributes to the Alliance Purified Water total.
Raid Participants have 1 free Advanced Relocator that will enter a cooldown period after use. When the cooldown finishes, it can be used again. You can also use Advanced Relocator items to relocate.
Troops in the Reservoir Raid will not be killed in the battle. They will only be wounded and sent to a tempory Hospital with an unlimited capacity.
Note that if a Settlement is attacked and loses the battle during the Raid, the Settlement burning rate is much faster than usual. If the burning is not extinguished, the Settlement will be relocated to the Safe Zone when Settlement Defense hits zero.
Leaving the Raid mid-battle will result in losing all Solo Purified Water gathered up to that point. You will not be able to return to the battle for 15 minutes.
We will talk about the Battle Stages & Buildings that we will see on The Reservoir Raid battlefield. Keep in mind that only Alliance Water Score matters for your team to win.
Each Building will have the following:
- First Time Control.
- Occupation.
- Water drops from defeated buildings
This is the main feature that could be one making the most differences. Every building you manage to control will start collecting water, and as seen below, the number of collected water will be shown on top of your occupied buildings.
Note: Rmoving yourself from the building, without being kicked by the enemy team, will not make the counter stop collecting.
Water Puddles: If you get attacked, by your enemy and lose the building, a percentage of the water collected from it will get dispersed around the area, looking like small puddles.
The water that got lost out of the building will be deducted from the score of the team that lost the building.
You’ll also be able to locate these puddles by clicking on the Battle Map in the top-right corner of your screen. This will help you locate the last few ones that might be a little further away from the building.
Once these puddles appear, you will have to be the fastest to collect them to successfully add to your water score. You’ll be able to speed your marches to get them so think and act fast!
The remaining Total Purified Water will be converted into water pools. You will earn the corresponding amount of Purified Water if you collect the water pools.
Tip: make arrangements to either have a team / player dedicated to collecting water, or to have all your players keep at least one march free to collect the water.
Hope you will enjoy these features and make sure to take advantage of them in your next battles!
- You can see how much each Building generates per min.
- The amount of troops inside the Building does not affect the Alliance Score or your Solo Score.
- Your team color will always be Blue.
- Your enemy team color will always be Red.
BUFFS AND BOOSTS[]
BOOSTS | ||
Recon Jammer | Troop Lethality Boost | Troop Attack Boost |
Troop Defense Boost | Troop Health Boost | Enemy Troop Defense Reducer |
March Capacity Boost | March Recall | March Accelerators |
BUFFS | |||
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Research | Plasma Research | Alliance Tech | |
Chief Talents | VIP Boosts | Skin benefits | RR Talents |
BUILDINGS[]
BUILDINGS | |||
Central Reservoir | Water Tanks | Water Treatment Center x2 | Water Processing Plant x4 |
Munitions Factory | Solar Power Station | Dev Compound | Abandoned Helipad |
There are four Buildings you can Contest after 15 mins and 20 minutes:
Those Buildings affect the Match outcome a lot as each of them will have an ability that supports your team or provides a High score generating like the Center.
- Waves of zombies will be constantly hitting the Central Reservoir from the outside of the map (sent automatically by the game and not the enemy's side).
This means you will need to keep on reinforcing the center if you want to avoid losing it against weaker rallies, as it won’t be full any more. This also requires better troop management on your team's side to make sure everyone has enough available to keep on reinforcing the building.
- Try to rush this building with your strongest member as it gives first control score.
- This Building opens 15 minutes after the match begins.
The most important stage that can turn the tide of war.
Unlike purification buildings that require time to conquer, Water tanks start generating score as soon as you start gathering them.
- The table can be turned upon using water tanks even if it looks like you are losing.
- Do not underestimate water tanks.
- Water tanks will Refresh three times.
- It doesn’t matter how many troops you send to tanks or your gathering speed buff/tech.
- These appear 20 minutes after the match begin, and will refresh three times.
Buildings that unlock as soon as the battle start include: Water Treatment Center, Water Processing Plants, Solar Power Station, and the Abandoned Helipad.
Both the Solar Power Station and Abandoned Helipad provide special incentives to who has control of them.
- Try to control Solar as soon as possible. It helps with conquering those buildings faster.
RR TALENTS[]



Talent | Solo Harvest | Field Medic | Aqua Bounty | Quick Relocate | ||||||||||||
Description | Increases the amount of Solo Purified Water from kills by up to 10%. | Reduces Wounded Rate by up to 2.5%. | During event settlement, increases the amount of Solo Purified Water by up to 5%, with a maximium cap of 90,001. | Reduces relocation cooldown by up to 10%. | ||||||||||||
T1 | T2 | T1 | T2 | T1 | T2 | T3 | T4 | T1 | T2 | |||||||
5% | 10% | 2.5% | 5% | 5% | 10% | 15% | 20% | 10% | 20% | |||||||
Talent | Hydro Blitz | Water Tracer | Water Excavator | |||||||||||||
Description | Increases March Speed when recovering scattered Purified Water by up to 50%. | Increases the amount of Purified Water gathered from Water Tanks by up to 10%. | Increases the amount of scattered Purified Water recovered by up to 5%. | |||||||||||||
T1 | T2 | T1 | T2 | T1 | T2 | T3 | T4 | |||||||||
50% | 100% | 10% | 20% | 5% | 10% | 15% | 20% |


Talent | Rally Attack | Rally Surge | Rally Defense | Focused Fire - Abandoned Helipad | ||||||||||||
Description | When launching a rally or acting as the garrison commander, increases Attack Amplification by up to 2%. | When launching a rally or acting as the garrison commander, increases Rally Capacity by up to 80K, with a maximum cap of 1M for the current season. | When launching a rally or acting as the garrison commander, increases Defense Amplification by up to 2%. | When launching a rally or acting as the garrison commander, increases Attack Amplification and Defense Amplification by up to 2% in battle at the Abandoned Helipad. | ||||||||||||
T1 | T1 | T2 | T1 | T1 | ||||||||||||
2% | 80K | 160K | 2% | 2% | ||||||||||||
Talent | Focused Fire - Munintions Factory | Focused Fire - Water Treatment Center | Focused Fire - Solar Power Station | Last Stand | ||||||||||||
Description | When launching a rally or acting as the garrison commander, increases Attack Amplification and Defense Amplification by up to 1% in battle at the Munitions Factory | When launching a rally or acting as the garrison commander, increases Attack Amplification and Defense Amplification by up to 1% in battle at the Water Treatment Centers | When launching a rally or acting as the garrison commander, increases Attack Amplification and Defense Amplification by up to 1% in battle at the Solar Power Station | When launching a rally on a building, if the enemy's Power is significantly higher than your own, you will recieve up to a 10% damage bonus. The greater the Power gap, the greater the bonus. | ||||||||||||
T1 | T2 | T1 | T2 | T1 | T1 | T2 | T3 | T4 | ||||||||
1% | 2% | 1% | 2% | 2% | 10% | 20% | 30% | 40% | ||||||||
Talent | Focused Fire - Water Processing Plants | Focused Fire - Central Reservoir | Swift Conquest | |||||||||||||
Description | When launching a rally or acting as the garrison commander, increases Attack Amplification and Defense Amplification by up to 1% in battle at the Water Processing Plants. | When launching a rally or acting as the garrison commander, increases Attack Amplification and Defense Amplification by up to 1% in battle at the Central Reservoir. | When launching a rally, reduces the time it takes to gain full control of a building by up to 10%. | |||||||||||||
1% | 2% | 1% | 2% | 10% | 20% | 30% | 40% |


Talent | Concentrated Attack | Fortified Defense | Concentrated Defense | Rapid Advance | ||||||||||||
Description | When joining or participating in garrison defense, increases Attack Amplification by 0.5%. Stacks up to 6 times. | When defending your Settlement, reduces Wounded Rate by up to 20%. | When joining a rally or participating in garrison defense, increases Defense Amplification by 0.5%. Stacks up to 6 times. | When joining a rally, increases March Speed by up to 100% | ||||||||||||
T1 | T2 | T1 | T2 | T1 | T2 | T1 | T2 | |||||||||
0.25% | 0.5% | 10% | 20% | 0.25% | 0.5% | 50% | 100% | |||||||||
Talent | Converging Strength | Concerted Attack | Fortified Defense | Concerted Defense | ||||||||||||
Description | When joining or participating in garrison defense, increases Troop Lethality and Troop Health by up to 7%. Stacks up to 6 times. | When joining a rally or participating in garrison defense, increases Attack Amplification by up to 0.5%. Stacks up to 6 times. | When defending your Settlement, reduces Wounded Rate by up to 20%. | When joining a rally or participating in garrison defense, increases Defense Amplification by up to 0.5%. Stacks up to 6 times. | ||||||||||||
T1 | T2 | T1 | T2 | T1 | T1 | T2 | ||||||||||
3.5% | 7% | 0.25% | 0.5% | 10% | 20% | 0.25% | 0.5% | |||||||||
Talent | Survivor's Resurgence | Wall Reinforcement | Phoenix Escape | |||||||||||||
Description | When your Settlement is attacked, increases garrison's Attack and Defense by up to 300%, and Health and Lethality by up to 150%. | When your Settlement is burning due to enemy attacks, reduces the Durability decrease rate by up to 10%. | If your Settlement falls 5 times in a row, it will automatically teleport to the Safe Zone and relocation will become available immediately. | |||||||||||||
T1 | T2 | T1 | T2 | T1 | T2 | |||||||||||
150% | 300% | 10% | 20% | 5 | 3 |
REWARDS[]
ALLIANCE REWARDS | ||
REWARDS | VICTORIOUS ALLIANCE REWARDS | DEFEATED ALLIANCE REWARDS |
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10K | 6K |
600 | 300 | |
2 | 2 | |
4 | 2 | |
80 | 40 | |
80 | 40 | |
16 | 8 |
Note: Search Maps are Epic.
VICTORIOUS SOLO REWARDS | |||||||
PURIFIED WATER | REWARDS | ||||||
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||||||
180K+ | 48K | 50 | 2K | 5 | 12 | 20 | 100 |
90K - 179,999 | 38.4K | 40 | 1.6K | 4 | 10 | 16 | 90 |
42K - 89,999 | 28.8K | 30 | 1.2K | 3 | 8 | 12 | 80 |
20K - 41,999 | 19.2K | 20 | 800 | 2 | 6 | 8 | 70 |
2K - 19,999 | 9.6K | 10 | 400 | 1 | 4 | 4 | 60 |
Note: Rewards and amounts may differ depending on the age of your State.
DEFEATED SOLO REWARDS | |||||||
PURIFIED WATER | REWARDS | ||||||
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180K+ | 24K | 30 | 1K | 3 | 6 | 10 | 50 |
90K - 179,999 | 19.2K | 20 | 800 | 2 | 5 | 8 | 45 |
42K - 89,999 | 14.4K | 15 | 600 | 2 | 4 | 6 | 40 |
20K - 41,999 | 9.6K | 10 | 400 | 1 | 3 | 4 | 35 |
2K - 19,999 | 4.8K | 5 | 200 | 1 | 2 | 2 | 30 |
Note: Rewards and amounts may differ depending on the age of your State.
Page Creator: Dragonspire Stronghold
Data Credits: Derek the Daring, Daughter of Revenge, Lightning Shiver, Broken Hearted, Pocket Demon, Sealed Book, Collector of Clues, Spectator of Walls
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