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GUIDE 07

Guilds and Guild War

A defense you cannot break alone, you break by merging fleets.

Last updated 2026-09-04

What a guild lets you do

Sooner or later you meet something you cannot handle alone. A guild is for that moment. Two missions let you combine fleets: joint attack and garrison defense.

Joint attack

When several members send fleets at the same target, they merge into a single fleet on arrival. This is fundamentally different from attacking separately: the combined firepower lands at once, which breaks defenses none of you could crack alone.

Match your arrival times

Fleets merge only if they arrive at the same time. If one is late the group fights separately, and whoever lands first meets the defenses alone. Lining up the flight times is the whole skill of a joint attack.

Garrison defense

Send a fleet to a guild member's planet to defend it with them. If an attack lands, the garrison fights alongside their defenses; if none comes, the fleet returns automatically after a set time.

Send fleets ahead to a member you know is about to be hit, and the attacker meets a far thicker line than they planned for.

Garrisoned fleets do not join the Pirate Raid — that fight is defenses only.

Scouting and combat prediction

Scout with a Watcher before you attack to see resources, fleets and defenses, then use combat prediction to check whether your fleet can actually win. Watchers cost no metal at all — only 1,000 crystal — and are overwhelmingly fast. Do not ration them.

Founding a guild

Chat and friends

The game has chat, and tapping a name in it opens add friend and scout directly. Friends can also talk one to one. Lining up the arrival times for a joint attack usually happens right here.