Saves per character in this browser’s localStorage. Export includes every character + formations.
Tip
Loading tips…
Game Characters
Each character has its own portfolio, formations, and defaults. Switch anytime from the header.
Add / edit character
How to use Portfolio
Set your state’s max generation so higher-gen names stay hidden until you unlock them.
Tap + Add Hero and fill Stats → Skills → Gear to match the in-game screens.
Use search/filters to find heroes; Edit updates them, Compare builds a side-by-side table.
Open Recommendations for best lead formations & Slot‑1 joiners by war type; Planner for what to upgrade next.
Switch Characters in the header if you play more than one account — each keeps its own roster.
Add Hero
Hero
Hides higher-gen hero names so you don't get spoiled. Rare/Epic always shown.
1 · Stats (stars, level, exclusive)
2 · Skills (Exploration left · Expedition right)
Empty slots mean this hero does not have that skill. Expedition Skill 1 (top-right in game) is the joiner skill.
Exploration (left)
Expedition (right)
3 · Gear (per piece)
Mythic path: Enhancement + → Master Forging 0–20 (MF 11–20 need extra Mythic pieces) → MF Plus after MF≥10 for post-10 / ascend tracking.
Grey–Purple: enhancement only. Gold+ unlocks Master Forging.
⛑️ Helmet
🧤 Gloves
🥋 Belt
👟 Boots
4 · Notes
Rally & march recommendations from your portfolio — not a live rally planner. Jump by war type below. Leader pins = 3-hero marches; Joiner pins = best Slot‑1 when you join someone else’s rally.
Add heroes to your portfolio first.
Investment Planner
Pick the resource you’re about to spend. Planner ranks the best target in your portfolio for that currency.
Saved Formations
Save named 3-hero marches for events (Bear Lead, Castle Hold, etc.). Must be one of each class.
Alliance Quick Card
Screenshot-friendly summary for chat: who to put in Slot 1 when joining, and your best lead formation.
Hero Compare
Build a live comparison table. Add heroes from Portfolio with Compare, or pick them here. Remove columns anytime.
Heroes 101 — The Full Picture
Every hero has a class, a rarity, stars, gear, and two completely separate skill trees. Mixing these up is the #1 source of bad rally decisions.
Classes (troop types)
Infantry — front row. High HP/DEF. Soak damage so Marksmen live long enough to shoot.
Lancer — middle row. Balanced. Can leap / pressure the back line.
Marksman — back row. Highest damage. Die fast if the front collapses.
A full march/rally formation always wants one of each class. The app never recommends two of the same class together.
Two skill trees (they never mix)
Exploration skills
Exploration stages, Arena, Hero’s Journey. Pure hero combat. Do not apply on the world map or in rallies.
Expedition skills
World map: rallies, cities, facilities, Bear, Polar Terror, garrisons. This is everything the optimizer cares about.
Stars gate skill levels. You cannot max a skill on a low-star hero. Raising stars unlocks higher skill ceilings and stronger base stats.
In the game UI, skills are listed vertically. The Add/Edit form mirrors that: Skill 1 on top (the joiner skill), then 2, then 3.
Rally Leader vs Rally Joiner — Why Only One Skill Matters
This is the single most important mechanical distinction in Whiteout Survival. Get this wrong and you waste the entire rally’s potential.
When YOU start the rally (Leader / Captain)
Formation must be exactly one Infantry + one Lancer + one Marksman.
Every Expedition skill on all three heroes is active (up to 9 with three Mythics).
Your exclusive weapons, hero gear, tech, charms, and chief stats set the baseline for the whole rally.
Hero order does not change which skills fire — all three heroes contribute fully.
This is why the app ranks complete 3-hero formations, not single heroes, for Leader recommendations.
When you JOIN someone else’s rally
Only the hero in Slot 1 (flag icon) can contribute a skill.
Of that hero, only Expedition Skill 1 (the top skill in the vertical list) is eligible.
Skills 2 and 3 on Slot 1 are ignored. Heroes in Slots 2 and 3 contribute zero skills — only troop capacity.
The rally accepts only the 4 highest-level Skill-1 values among all joiners. A later joiner with a higher level can overwrite an earlier weaker one.
Putting the wrong hero in Slot 1 (e.g. a growth skill) can lock a useless buff into one of those 4 slots.
Why this makes Jessie so powerful: her Skill 1 is “+25% damage dealt” at level 5. When you join with her in Slot 1, that is the only thing the rally reads from you. A newer hero with a weaker Skill 1 (or a low skill level) loses to her even if that hero is higher generation.
Practical setup: keep one strong 3-hero leader team, plus two Slot-1 presets you can swap instantly — an attack joiner (Jessie / Jasser) and a defense joiner (Sergey / Patrick).
Attack Joiners vs Defense Joiners
⚔️ Attack Slot 1
Goal: more damage.
Best first skills: +damage dealt or +troop attack.
Classic picks:
• Jessie — Stand of Arms (+25% damage dealt at Lv5)
• Jasser — Tactical Genius (+25% damage dealt)
• Seo-yoon — +25% troop Attack (slightly weaker)
• Later gens with strong damage first skills (Reina, Gwen, Bradley…)
🛡️ Defense Slot 1
Goal: survive and hold.
Best first skills: damage reduction, +HP, shields.
Classic picks:
• Sergey — reduces damage taken
• Patrick — +HP
• Later tanks (Gatot, Eleonora, Gregory…)
• Some reworked early heroes (e.g. Molly) can help on defense
Alliances often call “ATTACK MODE” or “DEFENSE MODE” in chat during Sunfire Castle / SvS. Swap your Slot 1 hero immediately when the mode changes.
Why Older Heroes Still Win
Joiners care about skill text + skill level, not generation. A maxed Jessie (+25% damage) still outranks most newer heroes whose first skill is weaker or not yet leveled.
Leaders care about stars + full skill kit + gear. A well-built 4–5★ Gen 3–7 hero often beats a fresh 1★ current-gen hero.
Percentage skills age better than flat ones (Mia, Magnus, and similar stay relevant longer).
Spreading shards across every new hero is usually worse than finishing the ones that already have strong skill text.
Troop Ratios (Inf / Lancer / Marksman)
Rows are fixed: Infantry front, Lancers middle, Marksmen back. Too few Infantry and your damage dealers die early.