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May 8 Update Log

Greetings, Warlords!
We will conduct maintenance updates during the following time: APAC: May 8, 14:00-17:00 (UTC+8). EU/AMS: May 8, 7:00-10:00 (UTC+1). The maintenance is expected to last for 3 hours. After the maintenance, we will distribute Bronze Coins *8000, Honor *300, and Unit Medal *15 as compensation. Warlords, please arrange your playtime accordingly. The update will contain the following:
 
I. Events

[h3]1. New Items Available for a Limited Time in the Honour Store![/h3]
Available Items:
【Cudgel Monks】 Challenge Voucher, Price: 5,000 Honour, Purchase Limit: 10.
【Feathered Crossbowmen】Challenge Voucher, Price: 5,000 Honour, Purchase Limit: 10.
【Outriders】 Challenge Voucher, Price: 5,000 Honour, Purchase Limit: 10.
【Wuxing Pikemen】 Challenge Voucher, Price: 5,000 Honour, Purchase Limit: 10.
Available Time:
May 8th (After maintenance) - June 19th, 24:00
 
II. System Adjustments & Optimizations

[h3]1. System[/h3]
Optimized feedback when purchasing items, reducing redundant operations.
Streamlined system prompts for quest submissions when requirements are met.
[h3]2. Hero[/h3]
Optimized the description of 【Shield & Spear】 – 【Shield Defence】: When a block is successful, the hero cannot be concussed, pushed back, knocked down, or knocked back.
Optimized the description of 【Shield & Spear】 – 【Spartan Kick】: Added the following – Control Removal: Removes dazed, knocked-down, and concussed effects upon using the skill.
[h3]3. Units[/h3]
Unit Adjustment:
  【Spartan Chosen】: The shared team damage now updates once per second (lethal damage will be applied immediately).
 
Balance Adjustment:
  Introduction:
    Low-star units have long struggled to perform effectively on high-star battlefields, significantly limiting both strategic diversity and tactical depth. With this round of Mastery and Leadership adjustments, we aim to take the first step toward expanding viable unit choices across the battlefield.
    Our plan begins with 2-star and 3-star units. For each of these lower-star units, we try to provide a scenarios where their strengths can be maximized. When Warlords deploy them strategically in the right situations, they will reap significant rewards—turning the tide and achieving victory against stronger foes.
    Currently, low-star units face two major issues. First, many of them suffer from outdated mechanics and underwhelming base stats. We will address this through targeted balance and Mastery adjustments, guided by real-time battlefield performance data. This should help most low-star units meet the strength thresholds of high-star battles. Second, under the influence of Leadership-reduction Doctrines, the Leadership cost-efficiency of 3-star units is only about 50% that of some 4- or 5-star units. We are actively analyzing data to redefine the Leadership cost of low-star units, ensuring that—when used strategically—they can trade favorably against higher-cost enemy units.
     Looking ahead, we will also rework particularly underperforming masteries and adjust weaker 4- and 5-star units, ensuring every point of Leadership spent delivers its intended value.
 
  Details:
    Adjustments on Unit Nodes:
      Coutiliers
        Node 1: Piercing Armor Penetration +100
        Node 2: Piercing Damage +50
        Node 3: Piercing Armor Penetration +100
        Node 4: Piercing Damage +50
        Node 5: Charge Speed +20%, Damage Increase in All Stage +10%
        Node 6: Unit Headcount +1
        Node 7: Damage to Infantry Unit +300
        Node 8: At the end of a charge or when an attack command is issued during a charge, the unit unleashes a forward armor-breaking impact that deals 200% damage. If blocked, it puts the enemy into a block-broken state.
 
      Cudgel Monks
        Node 1: Health +420
        Node 2: Blunt Damage +80
        Node 3: Health +450
        Node 4: Blunt Damage +80
        Node 5: Each attack increases Blunt Damage by 5%, stacking up to 10 times.
        Node 6: Unit Headcount +2
        Node 7: Unit Headcount +2
        Node 8: Attacks will deal at least 30% damage to units.
 
      Wuxing Pikemen
        Node 1: Movement Speed +10%
        Node 2: Piercing Damage +100
        Node 3: Movement Speed +10%
        Node 4: Piercing Damage +100
        Node 5: Fiery Blast's attack range and damage increase by 20%, easier to ignite enemies.
        Node 6: Damage to Infantry Unit +300
        Node 7: Damage to Shield Unit +400
        Node 8: Attacks will deal at least 50% damage to units.
 
      Feathered Crossbowmen
        Node 1: Movement Speed +10%
        Node 2: Piercing Damage +70
        Node 3: Movement Speed +10%
        Node 4: Piercing Damage +70
        Node 5: Sudden Storm’s Cooldown -6s
        Node 6: Damage to Polearm Unit +400
        Node 7: Damage to Cavalry Unit +400
        Node 8: Each arrow during Sudden Storm deals an additional 150 block break damage
      
        Outriders
        Node 1: Ammo +15%
        Node 2: Piercing Damage +60
        Node 3: Ammo +15%
        Node 4: Piercing Damage +60
        Node 5: When throwing javelins at enemies, there is a 33% chance of throwing an incendiary javelin.
        Node 6: Damage to Tower Shield Unit +500
        Node 7: Damage to Cavalry Unit +400
        Node 8: killing an enemy restore 2 ammo.
 
      Incendiary Archers
        Node 1: Piercing Damage +60
        Node 2: Flaming Arrow’s Cooldown -2s
        Node 3: Piercing Damage +60
        Node 4: Flaming Arrow’s Cooldown -2s
        Node 5: Flaming Arrow is more likely to ignite fire-resistant targets. On hit, it ignites enemies within a 1-meter radius. Ammo consumption for Flaming Arrow is increased by 50%.
        Node 6: Flaming Arrow’s Burning Damage +100
        Node 7: Flaming Arrow’s Burning Duration +1s
        Node 8: Flaming Arrow disables cavalry movement for 1 second when it hits a cavalry unit.
 
      Demesne Arquebusiers
        Node 1: Piercing Damage +50
        Node 2: Rate of Fire +12%
        Node 3: Piercing Damage +50
        Node 4: Rate of Fire +12%
        Node 5: Learns skill: Suppressing Fire — Maximizes reload speed, unleashing 7 volleys toward the target direction within 12 seconds.
        Node 6: Damage to Polearm Unit +400
        Node 7: Damage to Cavalry Unit +400
        Node 8: Suppressing Fire’s Cooldown -5s
 
      Leadership Adjustemnt:
        Prefecture Guards:170→155
        Squires :155→140
        Prefecture Pikemen :165→145
        Halberdiers:165→150
        Landsknechts:165 →145
        Vanguard Archers:170→155
        Prefecture Archers: 180→150
        Rattan Vipers :155→135
        Incendiary Archers:180→160
        Namkhan Archers:180→155
        Rattan Marksmen :175→160
        Demesne Arbalists:160→140
        Demesne Arquebusiers:170→145
        Janissaries:180→160
        Zykalian Militia:175→155
        Sons of Fenrir:165→135
        Cudgel Monks:145→135
        Outriders:180→165
        Dimachaeri:165→140
        Jangjus:170→145
        Wuxing Pikemen:155→130
        Schutzdieners:165→125
        Bedivere Rangers:195→155
        Feathered Crossbowmen:160→145
        Reitar Pistoleers:190→165
        Silla Guards:160→150
 
III. Other Bug Fixes and Optimizations

Fixed an issue where the actual movement speed of 【Wuxing Pikemen】 did not match the displayed stat.
Fixed an abnormal animation issue when 【Siphonarioi】 pushed the siege tower.
Fixed a behavior issue with 【Prefecture Guards】 after learning the mastery node 8, where 【Cover Commander】 might malfunction.
Fixed an inconsistency in damage coefficients between 【Optimal Snow Mortar】 and other 【Optimal Mortars】.
Fixed a discrepancy in the skill display of 【Rattan Marksmen】 between the 【U】 interface and in-battle behavior.
Fixed an issue where 【Glaive】's skill 【Turn and Attack】 did not receive the intended 30% damage reduction during activation.
Fixed an issue where texts were not displayed properly in the Apothecary filter interface.
Fixed a possible unlock issue with the achievement "First Blood."
Fixed a possible unlock issue with the achievement "Dragon Spears I."
Fixed an issue where defending units might retreat abnormally on the 【Sabaton Fortress】 map.
Fixed an issue where heroes could move slightly during the preparation phase. All key inputs will now be disabled during map loading.
 

CBL2025: May 4th AMS/EU Group Stage Highlights at a Glance!

[h3]EU[/h3]
[h3]MS vs YB 0 - 2[/h3]
Round 1
MS kicked things off fast, pushing the siege towers to the walls without delay. The battle exploded at Point A, where YB’s Amya executed a brilliant flank that turned the tide in their favor. Regrouped, MS hit A again, but their tight formation was punished by YB’s coordinated three-lane assault. A third push toward the right-side supply point also failed. After three failed offensives, MS ran out of units. YB claimed the win and took a 1-0 lead.
 
Round 2
YB stormed the walls and set up high-ground artilleries, raining down pressure with cannons and archers to secure Point A with ease—MS barely had a chance. When YB launched their final push from the right supply point, MS tried to counter but missed their moment. YB were ready and struck back hard. With their base under siege and no time to regroup, MS crumbled. YB closed it out clean for the series win.
 
[h3]WLD vs ETR 2-0[/h3]
Round 1
WLD cracked the wall near Point B and launched a full-force assault, breaking straight through ETR’s defenses. ETR’s cavalry kept charging in attempts to stall, but it only widened WLD’s lead—at one point by nearly 400 units. Though ETR put up a brief fight at Point C, WLD kept momentum and steamrolled to the base for a dominant victory.
 
Round 2
ETR opened cautiously, setting up trebuchets at Point B to chip away at WLD’s forces. Then came a sudden pivot to Point A—caught off guard, WLD lost the point, and soon after, Points B and C as well. But at the left supply point, a massive clash broke out, and ETR collapsed. Respawning on the right, they leaned heavily on cavalry—only to be shut down by WLD’s infantry-heavy comp. With no way forward, ETR stalled out, and WLD secured the sweep.
 
[h3]DL vs HB 2-0[/h3]
Round 1
HB opened with a push through Point A, aiming to set up artillery in the open right flank. But DL reacted instantly, cutting them off and splitting their formation—leaving HB unable to mount a proper defense. After regrouping, HB launched a full cavalry charge while DL was rotating. But a single Sunward Phalanx squad held the line, buying precious time for reinforcements. With time ticking out, HB ran out of options and had to surrender the round.
 
Round 2
HB committed heavy cavalry to Point A, but DL’s Sunward Phalanx shut them down hard. Points fell one by one until only the base remained. HB fought back fiercely from the right-side supply point, but the drawn-out battle gave DL time to regroup. Surrounded and outnumbered, HB’s final forces were wiped out—another round, another loss.
 
[h3]FOW vs AAS 0-2[/h3]
Round 1
AAS lost several siege towers early, stalling their advance. So they baited a fake push at the main gate, forcing FOW to shift from offense to defense. With the last tower reaching the wall, FOW gave up Points A and B to fortify the base. AAS captured the points easily and split their forces—one to cut off the southern gate, the other to hit the rear supply point. As FOW left the base to clear the path, AAS flipped the supply point and launched a reverse assault—taking the core and the win.
 
Round 2
AAS opened with a full cavalry rush, wiping FOW’s frontlines in a surprise strike. But FOW respawned fast, stormed the main gate, and slammed it shut, locking AAS outside. They grabbed Point A and surged toward the base, only to meet fierce resistance from AAS’s defenders until the main force returned. FOW then used trebuchets to pin down defenders and gained high ground on the west wall, leading to a final clash at the core. AAS, with over 100 units in reserve, crushed the last stand and sealed the victory.
 
EU Group Standings:
 
 
[h3]AMS[/h3]
[h3]WM vs SHRK 2-0[/h3]
Round 1
WM opened by targeting SHRK’s trebuchets and siege towers with artillery, successfully taking out part of the setup before switching to a full defense on the walls. Lacking high-damage units like the Lionroar Crew or Siphonarioi, SHRK’s early push was repelled. After regrouping, SHRK came back stronger at Point A with Siphonarioi in play, forcing WM back toward their base. Both sides reorganized at opposite flanks of the base. In the final 2.5 minutes, SHRK attempted a backdoor flank—but WM's supply point was too close, and time ran out. WM held by the skin of their teeth.
 
Round 2
WM launched a surprise flank through the side gate, scaling the wall and clearing SHRK from Point A with strong trebuchet support. They pressed on to the right-side supply point and claimed it after a fierce fight. After resetting, WM stormed SHRK’s left supply point for the final blow, shutting down any chance of a comeback. With over 500 units in the lead, WM closed it out in style.
 
[h3]WARR vs APM 1-2[/h3]
Round 1
APM gathered forces at the side gate and launched a preemptive strike just as the siege towers closed in. The early advantage was theirs, but WARR regrouped swiftly and secured Point A. APM ambushed the narrow alleyway leading to the base, but WARR’s trebuchets chipped away at their numbers. The close-quarters fight ended in WARR’s favor, though their push toward the base was halted by fierce APM resistance. In the final clash, APM couldn’t hold the line—WARR broke through and claimed the first round.
 
Round 2
APM countered with a rapid side gate assault, hammering WARR with concentrated artillery fire. A brutal skirmish at the main gate followed, with WARR holding firm. Despite short regrouping times, APM lacked siege towers and couldn't climb the walls. They pivoted to a frontal push, overran WARR’s defenders on the A-point stairs, and surged toward the base—securing a clean win to tie the match.
 
Round 3
APM bypassed Point B and struck at C and A directly. After a narrow win at C, they held both points. While WARR overcommitted to defending B, APM launched a devastating strike on the base, forcing WARR to abandon B. APM captured all three points, drained WARR’s base health to zero, and crushed the final round in dominant fashion.
 
AMS Group Standings:
 
 

EU & AMS Battles Recap | May 3 Highlights

3rd May
 [previewyoutube][/previewyoutube]
Match 1 HET vs WSS [Harbour City] 1-2 Round 1
WSS climbed the wall from the left siege tower and quickly formed up, using trebuchets and a wave of heavy infantry to punch through HET’s defenses and seize the early lead. They then regrouped at the front courtyard to push the base. HET tried a wide flanking maneuver with a massive force, but WSS read it in time, rerouted their units, and trapped HET on the slope near the courtyard. The ambush was clean—WSS wiped them out and took the Base. Victory to WSS!
Round 2
With sides swapped, HET faced a pincer at Point A. They made a snap decision to sacrifice a flank, pulling back small units to harass from behind while their main force and trebuchets stormed A and secured it. At the base, HET’s artilleries and numbers overwhelmed WSS. They claimed the base and tied the score—well played, HET!
Round 3 [Grasslands]
In the final showdown, WSS captured Point B early and spread out to pressure HET. They chased down HET’s regrouping units to the left of B. Though their first charge was repelled, WSS baited HET into another clash at B, then unleashed cavalry on the base. As their harassers began capping, WSS’s main force crushed HET at Point B. A double-pronged strike and a flawless finish—WSS take the win!
 
Match 2 UD vs DOGS [Dasuo Fort] 2-1 Round 1
The battle opened at Point A, where UD centered their push around the fiery might of the Siphonarioi. Catching DOGS mid-deployment, they scorched enemy units relentlessly, seizing the upper hand. At the C supply point, UD executed a textbook flank with cavalry while launching a frontal assault, crushing DOGS and forcing them out of the upper defense zone. With DOGS reeling and scattered, UD clinched the round with sharp tactics and momentum. Well played, UD!
Round 2
With sides switched, both teams clashed at the B gate and center supply point. DOGS struck first, using a rapid advance to break through while UD’s artilleries were reloading. Though they briefly lost the center, DOGS came out ahead in unit trades. They then concentrated nearly all forces at Point B, holding tight despite a manpower gap. Their defense held strong—DOGS evened the score!
Round 3 [Grasslands]
In the final face-off, DOGS gambled on a blitz toward A and C, abandoning B. But UD saw it coming. They regrouped swiftly at A and countered head-on, using smart unit composition to reclaim the point and eliminate most of DOGS' force. With DOGS' base wide open, UD sent two heroes on a swift strike to begin the capture. A well-timed bait near B lured DOGS in, setting up a devastating reversal. UD surged ahead in Unit count and sealed the win!
 
Match 3 HF vs AYBS [Harbour City] 2-0 Round 1
HF, defending first, struck fast—wiping out all of AYBS’s trebuchets early. As AYBS regrouped to push, HF boldly advanced into the chokepoint. The Siphonarioi unleashed devastating pressure in the tight corridor, and with earlier trebuchet damage taking its toll, AYBS’s formation crumbled. A decisive defense—HF takes the first win!
Round 2
Switching sides, HF avoided a premature descent at the right stairs, baiting AYBS into the choke instead. Smart move—it kept them safe from a full cavalry charge. With the Sunward Phalanx holding the high ground, Cavalry couldn’t break through. After a brief clash, HF counterattacked with artillery support and cavalry charges, crushing AYBS at the base. A clean 2-0—congrats to HF!
 
Match 4 RJ vs LOS [Heilung Fjord] 2-0 Round 1
RJ pushed up early, dodging the Trebuchet zone and blocking LOS’s assault on Point A. But in the scramble, they left Point B open—LOS seized it. RJ fell back to the upper platform at Point C. The standoff ended when RJ anticipated LOS’s river push and cut them off near the slope. LOS’s army broke apart under pressure—RJ grabs Round 1!
Round 2
With roles reversed, LOS threw everything at Point A. Both sides clashed head-on, neither backing down. As the timer ticked down, they threw their final units into one last fight. Then, with just 3 seconds left, RJ’s Shield & Spear landed a perfect Spartan Kick, knocking LOS’s delaying warlord out and clearing the way. RJ surged forward and sealed the win!
 
AMS Region
[previewyoutube][/previewyoutube]
Match 1 RAT vs COPE [Dasuo Fort] 0-2 Round 1
COPE climbed the wall via the left siege tower, triggering the first clash at Point A. They swiftly wiped out RAT’s forces on the left tower, then used trebuchets to suppress the right side. A textbook encirclement followed, with COPE eliminating the defenders and gaining a 200+ unit lead. The final showdown broke out near the base gate, where COPE rolled through with superior firepower and siege—decisive win for COPE!
Round 2
RAT, now attacking, opted for a gate push. A brutal skirmish broke out at the entrance with casualties on both sides. Although RAT won the initial clash, they stalled and failed to capitalize on the momentum. COPE used the time to reinforce A, and when RAT made a desperate push up the right stairs, COPE crushed them in the counter—another dominant round. COPE’s battlefield control remains unstoppable!
 
Match 2 ZOD vs VGR [Hidden City] 2-0 Round 1
VGR opened with a risky single-tower assault. Had they managed to form up, it might’ve worked—but ZOD struck before VGR could regroup. Both sides traded blows, but ZOD smartly pulled back to fortify Point B. A fierce fight erupted near B’s right flank, where ZOD’s dual-role units shredded VGR’s frontline and launched a full counterattack. VGR fought hard, but ZOD’s numbers overwhelmed them—clean win for ZOD!
Round 2
ZOD took the left tower route cautiously and formed up near the center to bait a move. Using artilleries to chip away at VGR, they forced a tough choice—give up A or engage. VGR's weakened Units couldn’t hold; ZOD seized A. When VGR attempted a flank at B, ZOD abandoned the push and turned to annihilate the rear attackers, swinging a 400-Unit lead. In the final Base assault, ZOD split their lines and overwhelmed VGR from both fronts. No miracles this time—ZOD claims the win!
 

CBL2025: May 3rd AMS/EU Group Stage Highlights at a Glance!

[h3]EU[/h3]
[previewyoutube][/previewyoutube]
[h3]WSS 2 - 1 HET[/h3]
Round 1: WSS Attack - HET Defense
WSS lost four siege towers at start, with only the fifth making it to the left wall. Blade-to-blade clashes broke out immediately. Breaking through HET’s defense, WSS swiftly took Point A and the supply point at the base of the right wall. As HET attempted a pincer from behind, WSS countered with a textbook push on the right flank of the base, shutting it down clean. First round secured.
WSS 1 - 0 HET
 
Round 2: WSS Defense - HET Attack
HET mirrored WSS’s earlier tactics. After losing four siege towers, they attempted a sneak strike through the side gate—only to be denied. Regrouping, HET surged through the gate, using cavalry to seize the initiative. The clash at Point A was a full-on brawl, and after taking it, HET cut off WSS’s supply line from the left flank with a tight formation. WSS briefly broke the line, but with HET holding a 200+ unit lead and 3 minutes on the clock, the base fell with barely any resistance. Tied up!
WSS 1 - 1 HET
 
Round 3: Grassland Map
WSS stormed out and captured Points B and C in a flash, then struck hard at HET’s supply point, building a 250-unit lead. HET rallied and retook the supply point, with a meat-grinder battle broken out at Point B. But WSS’s early map control made the difference—they held on, turned the tide, and closed it out 2-1.
WSS 2 - 1 HET
 
[h3]DOGS 1 - 2 UD[/h3]
Round 1: DOGS Attack – UD Defense
DOGS advanced with siege towers to breach the left wall and clashed with UD at Point A, only to be bogged down by UD’s Siphonarioi. With just 33 seconds left on the clock, DOGS regrouped and made a final push. Catching UD mid-reset, they took Point A and steamrolled B and C without resistance, setting up artillery bombardments. But UD struck back from the flank, tearing through DOGS’ right wing. The final showdown at the left gate near Point B went UD’s way—they secured the first round.
DOGS 0 - 1 UD
 
Round 2: DOGS Defense – UD Attack
UD’s siege towers were wiped out early, forcing them to charge the main gate. They punched through DOGS’ defenses and captured Point A. But their split pushes toward Point B and the C-point and supply point all failed. After regrouping, UD gambled on a final all-in push at Point B to extend the timer—but DOGS held firm. Time ran out. DOGS evened the score!
DOGS 1 - 1 UD
 
Round 3: Grassland Map
DOGS ignored Point B and rushed for C and A instead. Losing the A-point brawl and leaving the base undefended cost them—20% of their base health vanished. After regrouping at B, DOGS tried to soften UD with ranged fire before diving in, but UD crushed the assault, widening the unit gap to 200. And DOGS' multiple comeback attempts fell flat. UD locked in the win.
DOGS 1 - 2 UD
 
[h3]HF 2 - 0 AYBS[/h3]
Round 1: HF Defense – AYBS Attack
HF made an unorthodox move—ignoring the siege towers and wiping out all of AYBS’s trebuchets first. Though they lost the fight at Point A, they spotted AYBS setting up artillery on the left and went all-in. Their Siphonarioi led a bold frontal assault that flipped the match on its head. HF turned the tables and took the first round.
HF 1 - 0 AYBS
 
Round 2: HF Attack – AYBS Defense
AYBS barely resisted as HF stormed Point A. Mispositioned and under constant pressure from trebuchets and cannons, AYBS collapsed. They tried to regroup at the stairwell but were wiped again. A second defense attempt on the right flank was shredded by HF’s trebuchet fire. HF pressed forward and secured the base without breaking a sweat.
HF 2 - 0 AYBS
 
[h3]LOS 0 - 2 RJ[/h3]
Round 1: LOS Attack – RJ Defense
LOS split their forces—main force on one point, small squad applying pressure on the other. RJ had to spread thin, unable to cover both A and B. But LOS paid the price: after a costly capture of Point C, they were down nearly 600 units. Even with map control, RJ dragged them into a final team wipe and claimed the round.
LOS 0 - 1 RJ
 
Round 2: RJ Attack – LOS Defense
RJ opened with a barrage of mortar fire to chip away at LOS’s troops before charging into a drawn-out fight at Point A. Cavalry from both sides crashed again and again. In the final seconds, RJ clutched A and used the momentum to snowball straight into the enemy base, ending the match with a 200-unit lead.
LOS 0 - 2 RJ
 
EU Group Standings:
 
 
[h3]AMS[/h3]
[previewyoutube][/previewyoutube]
[h3]RAT 2 - 0 COPE[/h3]
Round 1: RAT Defense – COPE Attack
RAT opened with a cavalry charge to intercept COPE’s siege towers, but COPE’s trebuchets struck with deadly precision, wiping them out. Though RAT kept hammering the siege towers, COPE broke through with just 3 minutes on the clock, securing a foothold at Point A. RAT couldn’t hold the line, retreating to the base, only to be pinned down by continuous trebuchet barrages. B and C points fell in quick succession. Repeated counterattacks failed, and with a 400-unit gap, RAT dropped the opener.
RAT 0 - 1 COPE
 
Round 2: COPE Defense – RAT Attack
COPE’s airtight defense kept their walls intact while destroying all incoming siege towers. RAT had no choice but to abandon siege and go for a frontal gate assault. With just 2 minutes left, they went all-in—but COPE’s fortress-like formation held strong. Time ran out before A could fall. RAT lost again.
RAT 0 - 2 COPE
 
[h3]VGR 0 - 2 ZOD[/h3]
Round 1: VGR Attack – ZOD Defense
VGR pushed their siege towers forward while two ZOD defenders fell from the wall. Their first flank assault failed, but they used their distance advantage to snatch Point A before reinforcements arrived. With the right-side supply point secured, they set up defenses at Point B. ZOD’s flamethrower units were deployed under pressure and cleared the castle. VGR regrouped and captured Point B, but with a 175:300 unit deficit, their desperate push from the left-side supply into the base was crushed.
VGR 0 - 1 ZOD
 
Round 2: ZOD Attack – VGR Defense
VGR targeted and destroyed all of ZOD’s trebuchets early and confidently set up at Point A—only to be overrun. Forced back to Point B, they were already 200 units down. A critical positioning error left them vulnerable to ZOD’s archers, who wiped out several squads. B fell, and continued misplays widened the unit gap to 400. ZOD stormed the base and sealed the win.
VGR 0 - 2 ZOD
 
AMS Group Standings:
 

CBL2025: April 27 – EU Region Highlights

[previewyoutube][/previewyoutube]
CBL2025 – April 27 | EU Group Stage Match 1: WSS vs MS Game 1 – City Siege: MS Attacks, WSS Defends
WSS opened with an unorthodox move—throwing open the gates and sending Cavalry out for early disruption. It worked. The pace of MS’s assault was slowed, forcing the first major clash to happen at the right-side breach.
But MS overlooked WSS’s artillery crew stationed deep behind. Though MS made some progress through the breach, they lacked the tools to suppress the Lionroar Crew. Under constant bombardment, their first wave was repelled, with significant troop losses.
MS regrouped for a second push at the same breach, but WSS was ready. With a reinforced lineup and explosive fire, they drove MS back once again. Then, capitalizing on the advantage, WSS sent Cavalry out for a final sweep—denying any further attempt. WSS held the line and claimed the defensive win. Game 2 – City Siege: WSS Attacks, MS Defends
MS concentrated heavily around Point A. WSS launched a coordinated push from the right ladders directly onto the point. Though MS had the artillery advantage, they were quickly neutralized—WSS targeted them before they could even begin suppressing fire.
WSS didn’t stop there. As they captured A, a split squad flanked the rear Supply Point, stretching MS’s supply lines dangerously thin. With A lost and no secure resupply, MS withdrew to the Base Camp.
There, MS tried to counter by attacking WSS’s forward Supply, but WSS was already circling to the right, aiming for the heart. With tight formations and superior mobility, WSS broke through the Base Camp and secured a clean 2-0 victory.
CBL2025 – April 27 | EU Group Stage Match 2: WLD vs DOGS Game 1 – City Siege: DOGS Attacks, WLD Defends
WLD took a high-risk strategy, abandoning the outer defense and opting to bunker down at the Base Camp. DOGS responded with a pincer approach—splitting forces across both staircases. A small detachment baited defenders near the main gate and right staircase, while the bulk of their troops surged up the left stairs, where terrain favored the attackers.
With Trebuchets providing consistent pressure and room to breathe, DOGS expanded their foothold. After one well-coordinated Cavalry charge, WLD’s scattered defenders were wiped out. DOGS stormed the Base Camp and claimed Game 1. Game 2 – Sides Swapped: WLD Attacks, DOGS Defends
DOGS immediately focused on denying Siege Towers, using counter-Artillery and constant harassment to stall WLD's advance. WLD adapted—abandoning the towers and focusing their offensive on the main gate instead.
But DOGS had already set up dual artillery squads. The double-barreled firepower crushed WLD’s first gate push and forced a reset. The siege turned into a back-and-forth of tower pushes and tower denials—but time was not on WLD’s side.
Sticking to their ironclad “no towers on the wall” strategy, DOGS, supported by constant Cavalry raids beyond the walls, successfully held Point A and secured another 2-0 sweep.
CBL2025 – April 27 | EU Group Stage Match 3: DL vs AYBS Game 1 – City Siege: AYBS Attacks, DL Defends
DL made a questionable call—choosing to defend Point A directly on the wall. AYBS capitalized immediately. With well-placed Trebuchets and a balanced unit composition, they wiped out the wall defenders in the opening clash.
Spotting the window, AYBS launched a dual push on Point B while DL’s fallen Heroes were still waiting for respawn. The match was quickly driven to the Base Camp phase. But in the final fight, AYBS overextended and left a back route exposed. DL’s Cavalry exploited it perfectly, slipping through and striking the backline. AYBS was caught off-guard. DL seized the opportunity and took Game 1.
Game 2 – Sides Swapped: DL Attacks, AYBS Defends
During the siege phase, DL’s dual artillery crew effectively denied tower progress. AYBS responded by pushing directly through the gate. DL, however, adapted well. Taking advantage of the terrain and persistent burn damage from Siphonarioi, they combined frontal pressure with flank Cavalry strikes to repel the assault.
DL then shifted tactics—securing their Supply Line while cutting AYBS off from theirs. Even with a slight troop deficit, DL controlled the tempo and pressure points. In the end, AYBS couldn’t hold B, and DL closed out the match with a 2-0 win.
 
CBL2025 – April 27 | EU Group Stage Match 4: RJ vs FOW Game 1 – City Siege: FOW Attacks, RJ Defends
Though RJ's tower denial wasn’t perfect at the start, FOW didn’t go for a typical wall fight. Instead, they executed a surprise midgate assault, fanning out onto the wall after breaching the center gate.
But RJ was ready. With healing archers sustaining the front line and a formidable wall of heavy infantry, they crushed FOW’s first wave. FOW regrouped and tried again with a similar strategy, but RJ’s formation held strong.
All the while, FOW had yet to unleash their Trebuchets. It didn’t matter—RJ comfortably defended and took Game 1.
Game 2 – Sides Swapped: RJ Attacks, FOW Defends
FOW left Point A open. RJ seized the opportunity, charging forward with a clean troop composition. While a small team of heroes split off to secure Point B, RJ’s main force pushed through the right flank toward the Base Camp’s front Supply Point.
FOW scrambled to respond, falling back to set up defense at the Base. But RJ struck fast and wide—sending flanking troops through the rear and right-side passage.
With well-timed reinforcements and perfect pressure, RJ overwhelmed the defenders inside the Base and secured a decisive 2-0 victory.