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CBL2025: EU & AMS Battles Recap | May 4 Highlights

EU Region
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Match 1 MS vs YB [White Elk Fort] 0-2 Round 1
MS launched their offensive from the right-side breach, pushing straight toward Point A through the central corridor. Fierce clashes broke out near the A-point junction. MS had a golden opportunity to punish YB with Trebuchets, but their shots landed too deep, and the units failed to press forward in time—squandering their siege advantage. Just then, multiple YB Cavalry squads struck from the flank, encircling and crushing MS’s frontline. MS regrouped and launched another assault on Point A, only to walk into a brutal three-sided ambush. Their forces were wiped out. Flawless defense by YB!
 
Round 2
With roles reversed, MS didn’t commit units to delay YB at Point A. Instead, they gambled on holding the base later on. YB swiftly captured Point A without resistance. As they regrouped near the final supply point, MS made a critical misstep—sending nearly all their forces into an aggressive push. In siege defense, such a move without overwhelming force is pure risk. As expected, YB held firm with constant reinforcements and crushed MS in one clean wave. YB rolled into the base for a textbook win. Congratulations to YB!
 
Match 2 WLD vs ETR [Heilung Fjord] 2-0 Round 1
WLD advanced through the breach near Point B and quickly formed up on the left flank. ETR initially held the upper hand in the B-point fight, but a full cavalry charge from WLD shattered their exposed lines. With a 300+ unit lead, WLD had the win in sight. From there, it was a smooth, unstoppable push. WLD dominated and claimed the first victory!
 
Round 2
After switching sides, the two teams traded blows at Points A and B. ETR managed to take both, and losses were even on both sides. Once they captured Point C, ETR aimed to press toward the base using the high-ground supply point above B. But WLD locked down the BC corridor from the plaza and launched a steady counterattack, pulling ahead by another 300 units. In the final showdown, a major misplay by ETR's shield squad on a narrow path left their main force wide open. WLD seized the moment and crushed their core. A decisive victory—congrats to WLD!
 
Match 3 HB vs DL [Heilung Fjord] 0-2 Round 1
HB opened the attack by setting up around the courtyard in front of Point A. But DL didn’t give them a second to breathe—no time for formation, no time for artillery. DL split their forces: front-line troops locked the courtyard gate while ranged units rained fire, and infantry swarmed in from the side stairs. In a crushing assault, HB was wiped out, and DL pulled ahead by over 100 units. With time running out, HB launched a final desperate push toward Point A, looking for a miracle. But DL’s reinforcements held the line to the very end. Solid defense—GG to DL!
 
Round 2
On defense, HB abandoned Point A from the start and made a reckless move: charging in with mass cavalry—straight into a visible Sunward Phalanx. Over 200 units were lost in the blink of an eye. At the B-point supply area, HB tried again with a mid-sized strike force, but DL, already in control, countered with ease. HB’s last strength collapsed, and DL cruised to victory. Well played, DL!
 
Match 4 AAS vs FOW [Kurak Castle] 2-0 Round 1
FOW, on defense, didn’t contest Point A and quickly fell back to the base. AAS split their forces—leaving a small group at the front gate to bait, while the main force flanked through the rear. FOW took the bait and pushed out in numbers, only to get caught off guard as AAS hit the rear supply point. A fierce clash broke out in the rear corridor. With FOW’s reinforcements scattered, AAS's respawns streamed straight into the base. A masterclass in tactical delay—AAS took the core and claimed the win. GG AAS!
 
Round 2
On the attack now, AAS charged head-on toward FOW’s main front gate position. Losses mounted on both sides. FOW pulled a surprise move—slipped through the gate and closed it behind them, nearly making it straight to the base. But the left siege tower, already landed, became the game-changer. AAS quickly rotated, overwhelmed FOW’s units before they could secure the base, and held the line. With a Unit lead and a clean sweep, AAS locked in the final win. Congratulations to AAS!
 
AMS Region
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Match 1 SHRK vs WM [Harbour City] 0-2 Round 1
The first clash broke out on the left wall near Point A. WM capitalized on superior unit composition to wipe out SHRK’s initial assault, taking a lead of over 200 units. Though SHRK bounced back in the second wave, WM maintained the advantage. In the final base fight, SHRK managed to sneak in and briefly capture the flag with a flanking maneuver, but their earlier overextension cost them dearly. WM held firm with wave after wave of reinforcements and cleared them out of the base. Victory to WM!
Round 2
With roles switched, WM stormed the side gate with overwhelming numbers. SHRK, unprepared, failed to respond in time and lost key units early. The main battle erupted at the right supply point. Targeting enemy heroes with precision, WM dismantled SHRK’s formation—leaving their units leaderless. What remained was quickly surrounded. At the left flank, WM closed the match with a sweeping cavalry flank, crushing SHRK’s last line of defense. This time, it’s SHRK who seals the win. GG!
 
Match 2 APM vs WARR [Harbour City] 2-1 Round 1
APM kicked off strong, flanking from the side gate to disrupt WARR’s formation and snatch an early Unit lead. The first major fight happened at the base corridor. But as they say—pride comes before the fall. APM overcommitted in the narrow choke and got hammered by WARR’s trebuchet barrage. The early advantage vanished. With steady, disciplined pushes, WARR turned the tables and took the win. Well played!
 
Round 2
Now on offense, APM and WARR clashed early at the side gate. Losses were even, but APM couldn’t break through. They regrouped and surged up the main gate, flanking from the right stairs to push back toward Point A. Holding a slight unit edge, they forced a showdown at the base. This time, learning from past mistakes, APM chose a steady frontal assault rather than reckless aggression—earning a solid win and tying the score!
 
Round 3 [Grasslands]
In the final game, APM gave up on Point B and went all-in on a rapid AC capture. WARR stuck to standard tactics, fortifying B, thinking C was a red-side stronghold. That decision backfired fast. APM launched a direct strike on the exposed base and began capturing, reaching 40% before WARR scrambled to send reinforcements. Then APM pivoted, seized Point B, and locked in all three points. The final clash erupted at B, but APM’s relentless hold and delay tactics bled WARR out. With triple points in hand, APM reset the base progress and secured the match. GG APM!
 
Upcoming Match Schedule

[Conqueror's Blade] May. 8 Notice on Hacks

Greetings Warlords!
 
Recently, we have noticed a few violations of the game's rules. Some players have used hacks on the battlefield, others have employed farm bots to level up quickly, and some have spread inappropriate words within the game. All of these actions affect the environment of our entire Conqueror's Blade community.
 
We hope that all warlords can enjoy the pure joy of combat and have the best gaming experience without being disturbed by any violations.
 
Therefore, we'd like to take this chance to remind all warlords that we have recently noticed a significant increase in accounts being flagged for using hacks, as well as websites selling accounts and phishing software. Please do not attempt to use any of these out of curiosity, as doing so may lead to financial loss and is highly likely to compromise your account's security. Any usage of cheating software will result in your account being banned.
 
The following is the latest list of violators and their punishments:

 
We will continue to monitor the gaming status of the above players, and if the same violations occur again, they will be subject to more severe penalties.
 
In order to create a healthy environment for the community, and better everyone's gaming experience, the Conqueror's Blade Operations Team will be unwavering in our fight against hack or farm bot. We won't let slide any uncivilized language in any channel. Warlords are welcome to report any of the above game violations to us. As long as we work together, we can surely create a friendly and stable gaming environment. Thanks for your support of the Conqueror's Blade.
 
Meanwhile, some issues or exceptions in game might be caused by bugs or an unstable network. If you are uncertain if someone is cheating, you can send us a message to our report e-mail. Once we've verified the situation, we'll deal with them appropriately, and punish them severely should they be using hacks.
 
Support (https://www.conquerorsblade.com/en/)
 
If you have any questions about the results of our process or need to make a complaint, please also contact us at the above email address.
 
Conqueror's Blade Operations Team
 
 

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!