WOS - Hero HQ
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Enter the percentage bonuses from your in-game Power breakdown / City bonus overview (Troops’ Attack, Infantry Defense, etc.). These are account-wide multipliers from research, Chief Gear, Charms, and more. They do not replace hero skills — they refine lead rankings when the toggle is on.
Manage cookie / storage consent. Logged-in users are reminded every 30 days.
Saved from March Board → Save as Formation, or added below. Your saved march presets — same card style as March Board recommendations.
Suggested layout for in-game Squad Deploy slots from your roster. Codes are short labels you can match in-game. Ratios are starting points.
Concrete actions — e.g. enhance Natalia’s Gloves from +30 to +50 — with why this hero and slot rank above the rest of your roster.
Suggestions are either a one-way move (empty/junk slot on the core) or a swap (both keep a piece). Same class only. Do the transfer in-game, then mark Done — the portfolio updates both heroes. Exclusive weapons never move.
Hero gear is class-locked. Helmet/Boots favor Lethality; Gloves/Belt favor Health. Pick the piece you have (or plan to craft) — the app names the best hero on your roster for that exact slot.
Chests let you choose class and slot after opening. Pick the chest rarity — the app picks the best class + slot and who should wear it.
Who should stay on permanent Hero XP, who is fine in a Drill Slot, and who currently in Drill Camp is worth promoting. Edit a hero → Level Source to mark Permanent vs Drill Slot.
Side-by-side roster matchup — avatars, stars, skills, gear, and scores. Add from My Heroes or the picker below. Up to 6 heroes.
Upload full Stats / Skills / Gear screenshots — no crop needed. The app finds the panel, reads levels, skills, gear +enhance / MF, and samples frame colour for rarity — entirely in your browser. Always review before saving.
Best results: (1) full Heroes list screen, then (2) each hero’s Stats / Skills / Gear tabs. English UI works best. Crop tightly when possible.
Enter your Troop Deployment Capacity (one march size). Get exact Infantry / Lancer / Marksman counts for common presets. Save by ratio in-game when possible so counts scale as capacity grows.
Prep phase has different scoring each day. Spending the wrong resource on the wrong day scores poorly or not at all. Confirm the live event UI — labels can shift slightly by season.
A rally keeps the 4 highest Skill‑1 levels from joiners. Official guidance notes identical damage buffs do stack (e.g. four Lv5 Jessie-style +25% damage dealt ≈ +100%). Diversity still matters across concurrent rallies and when mixing attack vs defense Skill‑1 texts.
Hero-to-hero gear recommendations (same class only) live under Growth Planner → Gear moves. Open that tab to see who should donate gear to whom.
Find missing or inconsistent portfolio data before you trust Growth steps or March Board.
Three facts drive every combat choice: class, which skill tree, and whether you lead or join. Mix them up and you waste rallies, books, and shards.
A combat march fields one of each class. When you lead, all three Expedition skill kits apply.
Stars gate skill max levels — you cannot max skills on a low-star hero. In-game, skills list top → bottom; top skill is the joiner skill.
Get this wrong and the rest of your investment is noise. Everything else (stars, gear, ratios) sits on top of this.
Troop rows are fixed by hero class. Too few Infantry and Marksmen die early. Save marches by ratio in-game so they scale with capacity.
March Board ranks your roster into top 3 full Inf / Lan / Mar marches per type. Rankings are heuristics (skill text, stars, skills, gear) — not the in-game Power number.
Pure damage event. The bear does not kill your troops the way a city does, so you stack Marksmen. Leader ratio ~10/10/80; joiner often pure Mar. Slot 1 top skill still rules joins.
Enemy cities, alliance facilities, Foundry, strongholds, Sunfire Castle turrets. Balanced 50/20/30 so the line does not melt. When you capture Castle / Facility, swap immediately to a hold ratio.
Holding a tile. Infantry-heavy 60/30/10 (ultra-hold 60/40/0). Swap Slot 1 to Sergey / Patrick-style kits for the top skill buff.
PvE that hits back — not the same as Bear. Start 20/20/60. Solo beasts usually do not use joiners; rally joins still want the full trio.
Usually solo. Use your strongest attack trio at 50/20/30.
These modes use a 5-hero Exploration formation — not a 3-hero march. Only Exploration skills matter (Expedition / joiner skills do not apply in Arena).
Popular class mixes: 2 Inf / 1 Lan / 2 Mar (balanced) or 2 Inf / 2 Lan / 1 Mar. Fragile DPS belongs back-center or the safer back corner. Check the opponent’s defense lineup before attacking when the client allows it.
Most alliance content reuses the same two kits: attack (balanced damage) and hold (Infantry-heavy). Match the phase your officers call, not the event name alone.
Alliance timed push against a shared objective. Run your best attack lead + Slot‑1 joiners on the damage window. If the stage turns into holding ground, swap Slot 1 and ratio to the hold kit without rebuilding the whole hero line if possible.
Usually alternates attack and defense rounds. The roster does not change — the kit does.
Facility-style structure fight. Push with attack kit; the moment your alliance owns the Foundry, many calls flip to hold.
Point checklist event — not a single march type. Read the task:
Seasonal damage stages. Prefer 20/20/60 unless the enemy hits hard (then 30/20/50). Pure non-retaliating bosses can justify Bear-style Marksman stacks — only when the stage behaves like Bear Hunt.
Often one quality march + reliable joiners. Use the attack kit; save hold kits for true defense phases. Coordinate so you do not overlap identical Skill‑1 buffs poorly across concurrent rallies if the call wants diversity.
Uncontested: balanced 50/20/30 is fine. Contested sit: switch to hold. Treat like a mini facility fight.
March Board → Events builds attack and hold lines from your roster for each of the events above. My Marches is where you save Champ ATK / Champ DEF / Joe push presets. Ratios tables live under Guide → Ratios.
Whiteout Survival is paced by its calendar. Strong accounts don’t just “play every day” — they bank the right resources, spend on the right day, and treat mini-games (Fishing, Snowbusters) as free value while saving speedups and shards for ranking events (SVS, KOI, Hall of Chiefs).
Recurring ~every 4 weeks, usually ~3 days. Pure mini-game — no furnace gate. Two modes share the same cast controls: steer the hook down (dodge obstacles), then catch fish on the way up by hitting heads, not tails.
Line → max depth (~550m) · Hook → max catch count (~20) · Sinker → starting depth (~165m). Priority for most players: Hook first (more fish per cast), then Line, then Sinker. Tokens from Prospector casts accelerate kit growth for the rest of the event.
Typical star values: 1★ ~10 · 2★ ~20 · 3★ ~40 · 4★ ~70 · 5★ ~150. Prioritize glowing / higher-star fish on the way up. Seasons rotate (spring / summer / autumn / winter) — collections are seasonal, so missing a season means waiting for the next cycle of that theme.
Usually a 3-day exploration event. You clear snow across areas, rescue survivors, gather coal, upgrade fire + gear, and push toward clearing targets. Fuel is the clock.
Fuel → clear snow → rescue survivors → coal → upgrade fire/gear → maps & items → clearing target → Rocket V2 → next area.
Major alliance battlefield. The player with the longest Capital occupation as rally captain becomes Frostdragon Tyrant for the zone (typically ~30 days). Reinforcements do not earn captain occupation time.
The big ranking cycles. SVS is the premier state-vs-state event; KOI is a multi-day personal ranking track that appears later in state life and replaces simpler chief-rank formats for eligible states.
Seven stages, points generally do not roll from one day to another for stage ranks — but total ranking still sums the week. Typical themes rotate through construction / Fire Crystal, hero development, skills & pets, troop training, and mixed combat days. Exact point tables depend on state age.
Structured alliance PvP (often bi-weekly vs Frostfire). Registration, limited roster (fighters + subs), timed entry. Main score often revolves around the Imperial Foundry objective. Furnace requirements apply for entry on many schedules.
Competitive resource / PvP map against other states or groups. Gather, contest nodes, manage mercs or PvE targets as the rules dictate. Stamina and march timing matter more than a single maxed march.
Alliance objective battle with fuel / role assignments. Follow calls, don’t freelance objectives, and keep a second march preset ready.
High-frequency alliance damage events. Bear Hunt is the classic pure-damage rally (Marksman-heavy ratios — see War Types). Crazy Joe and similar windows mix attack phases with rules that punish wrong troop mixes.
Mission track → currency → chest board. Complete free daily drills, use free refreshes before paid ones, and spend event currency before it converts or expires. Casual players: prioritize reliable progression mats over chasing one cosmetic.
Multi-day dice board: Common / Illusion dice, Adventure Coins, shops, and sometimes Fire Crystal tiles for FC-age states. Do Adventurer Drill dailies, then spend coins on your real bottleneck (not every cosmetic).
Point ladders for normal play (login, gather, train, contribute). Easy rewards — clear them, but don’t contort your SVS stockpile just to finish a low-value mission.
Map your real life to the calendar: short daily logins for regen events; longer blocks for Foundry / Frostdragon / SVS battle windows. Use this app before war nights to lock march presets and gear moves so you aren’t editing heroes in the middle of a call.
Expedition combat inside the Labyrinth. Most zones give fixed Lv10 Explorer troops — hero, gear, pet, charm, and tech matter more than your field troop tier. Gaia Heart uses your real troops with no field casualties.
Generation is not destiny. Skill text, top skill level, stars, and gear decide value long after the banner ends.
Drill Camp levels are temporary. Mark them as Drill Slot in this app so March Board and Growth Planner do not treat them as permanent investment. Spend real Hero XP on long-term cores (elite joiners and your main lead line).
A portfolio and recommendation layer on top of your Whiteout Survival roster — not a live rally planner.
Live list of currently advertised gift codes. Century Games has no official public catalog of every valid code. Use Redeem to claim via the official API (Player ID required), or fall back to the official Gift Code Center. Whether a code still works for your account is always confirmed by Century Games or in-game mail.
Effective: 18 August 2026 · Operator: WOSNuggies (wosnuggies.com) — unofficial fan tool, not affiliated with Century Games.
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