Complete trainings to earn Gold and Time Savers as the rewards and move on to the next training ground.
Training Grounds
Base
Required Troops
Reward
Speech
Rifleman strikes back
x 2
1000 - 2
Commander, these are our training grounds where we test different strategies.
Let's start with Rifleman troops. Although they don't have much health, they attack in large numbers, enough to easily destroy defenses with a low rate of fire.
Heavy Attack
1000 - 2
You need to choose your troops based on your resources and strategy. Heavy troops might lack the numbers but can absorb more damage and shield other troops while dealing some damage.
Heavy Protection
1000 - 3
It is important to decide about timing and order you deploy troops based on defenses and your own offensive power. Deploy Heavy first and wait a bit to absorb the damage and shield Rifleman.
Four birds,
one stone
x 2
1000 - 3
Our Artillery does splash damage. This means that if you fire it right between two buildings, it will damage both of them. Even better, shoot at the intersection of four buildings and they all take full damage.
Advanced Training
-
1000 - 5
Based on what you've learned so far, choose the correct troops and try beating this base.
Straight to the Point
x 2
1000 - 5
There is no need to destroy all defenses in a base. Now that you have the Flare to direct your troops, you can go straight for the Headquarters and ignore everything else. You can upgrade the Flare’s duration in the Armory.
Lurking Threats
x 2
1000 - 6
Before starting the attack, tap on the defensive buildings and check their range. Sometimes, instead of attacking, you just need to use Flare to guide your troops outside defenses' range.
Going Blind
x 2
2000 - 7
Flare is not always about avoiding the battle. Some defenses have a minimum range, and if you Flare close to the building, your troops move into the blind spot and can destroy the building without taking any damage.
Triage
x 2
2000 - 7
Before deploying your troops, take your time, evaluate threats and decide what to attack first.
Advanced Training
-
2000 - 10
Based on what you've learned so far, choose the correct troops and try beating this base.
Recovery
x 2
2000 - 10
With the help of the Medkit you can restore your troops' health and allow them to fight longer.
Leave it to Brick
2000 - 11
You can find extremely powerful heroes across The Archipelago, each with their own unique abilities and powerful enough to even destroy a base on their own.
Decoy Tale
x 3
3000 - 12
By splitting your troops you can try to distract defenses and defeat them easier. Consider carefully which units you use to
draw fire.
Fullmetal Brick
x 3
3000 - 13
Each hero has multiple abilities you can choose from. Based on your troops and the base you are attacking, choosing a different ability might turn the table completely. Sgt. Brick's Iron Will mitigates damage taken by nearby troops.
Beyond Training's End
x 3
3000 - 15
This is as far as the training goes for now. Now is a good time to practice. Try to beat these bases in your own way.
Beyond Training's End
x 2
3000 - 15
This is as far as the training goes for now. Now is a good time to practice. Try to beat these bases in your own way.
Beyond Training's End
x 2
3000 - 16
This is as far as the training goes for now. Now is a good time to practice. Try to beat these bases in your own way.
Beyond Training's End
x 3
4000 - 18
This is as far as the training goes for now. Now is a good time to practice. Try to beat these bases in your own way.
Beyond Training's End
x 3
4000 - 18
This is as far as the training goes for now. Now is a good time to practice. Try to beat these bases in your own way.
Advanced Training
-
5000 - 20
Based on what you've learned so far, choose the correct troops and try beating this base.
A Place further than the reef
-
5000 - 22
For our last training session, let's try something new. This base is more powerful than those at your level, but the damage you deal to it remains, even if you retreat. Try to destroy it with the fewest attacks possible.