Viking Rise

Season 3 · Asgard’s Trial

Before You Enter

Everything you bring into Asgard is decided before the map opens. The buffs come from preparation, the troops come from your training queue, and neither can be fixed once the war starts. Work down this list in the days before Trial Begins.

Do this
  1. Get Tier 5 troops, and get them early. The Rainbow Bridge will not let Tier 4 across. That is a hard restriction written into the season, it applies from Chronicles chapter 11 on day 13, and a march of Tier 4 sitting at a bridge it cannot use is a march that does nothing for the rest of the war.
  2. Play every preparation stage with every account. The team gauge sums all three allied kingdoms. Nothing you do later in the season buys back a stage you sat out.
  3. Bank what preparation actually scores. Hero Certificates, gems, hero shards of every rarity, equipment materials, mounts and steed honing items. These are spent for Preparation Battle Points, so arriving with them stockpiled is worth more than arriving with them spent.
  4. Check which of your heroes the season allows. The client marks hero cards with a season badge and states it outright — "This Hero can be used from Season 2 onwards." Find out which of your roster carries which badge before you build marches around one that cannot deploy.
  5. Raise Infirmary capacity as far as it will go. Three of the six top preparation reward rungs pay Revival Ratio and one pays Infirmary Capacity, which tells you what the designers expect this war to cost you. Wounded troops you cannot hold are dead troops.
  6. Know your counters cold. Archers overpower Pikemen, Pikemen overpower Infantry, Infantry overpower Archers. The advantage works twice over — you deal more to the type you beat and take less from it.

What the season gives you, and when it takes it back

The buffs you win in preparation take effect the moment the war starts and you enter Asgard, and they expire when the war ends. They are not permanent account progress. That cuts both ways: it means a weak preparation cannot be repaired later, and it means a strong one is worth exactly one season, so spend into it freely.

What preparation paysWhat it does for 45 days of war
Revival RatioMore of your dead come back. Paid at three separate rungs — the single most repeated reward in the ladder
Healing SpeedupWounded return to the field faster between waves
Training SpeedupReplacements arrive faster when revival is not enough
Infirmary CapacityMore wounded survive at all, instead of overflowing

Read that table as a description of the war. Every rung buys staying power; none of them buys damage. Asgard is won by the kingdom that can keep putting troops back on the map.

Video (Queen of Hearts), from 4:52: what the preparation buffs actually do once the war starts.

Moving in and moving out

The war hub's first bottom button reads Relocate In before you have moved and Relocate Out once you are on the map — the same button, labelled for where you are. Treat leaving as a decision with a cost until you know otherwise, and make your positioning choices as though you are staying where you land.

The first three days, so you can prepare for them now

  1. Day 0 — 50 Sentries for you, and your tribe builds its Fort. Fort-building is a race and the tribe that finishes first is in the better position, so have the materials ready before the map opens.
  2. Day 1 — your first Manor, and the tribe's first Legion Stronghold. The Stronghold is the easiest capture in the season and is garrisoned by Tier 6 with no healers.
  3. Day 2 — the whole kingdom takes its Kingdom Fortress. It holds 4,500,000 Tier 6 troops. Two hours after it falls, a restoration task opens, and finishing it quickly lets the kingdom choose its territory color and switch on extra power-ups sooner.
Don't
  • Don't enter with Tier 4 as your best troop. You will be locked out of half the map from chapter 11.
  • Don't spend your Hero Certificates before preparation opens. Donating them is how they become Preparation Battle Points, and the top ranks pay more of them back.
  • Don't assume a hero you rely on can deploy. Season gating is real and the client shows it on the card.
  • Don't arrive without Fort materials. The very first tribe quest in the season is a Fort, on day 0, and it is a race against the kingdoms on the other banner.

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