Part of the Events Series:

  • Events Hub: Compare recurring activities and priorities.
  • SvS: Coordinate materials needed for state preparation.

Quick Answer

Survival of the Fittest rewards the actions listed in the active stage. Stage order, scoring values and eligible systems vary with state progression and event format. Later-state versions include Bloodsport, with development tasks appropriate to those states.

Before spending, record the stage's unit of scoring, the next reward threshold and your remaining eligible stockpile. Training a troop, using a speedup, increasing gear score and spending a gear material are different actions. A universal points table cannot safely substitute for your stage's task list.

Map the Stages Before Making Upgrades

Classic SotF runs are commonly organized across seven daily stages, but do not assume the same day number always means the same task. Bloodsport and state-era variants introduce different materials and conditions.

Create a short plan from the current event screen:

Record Example of what to write Why it matters
Stage and deadline Current stage name and server-time end Prevents completing work after the scoring window
Eligible action Train troops, consume named material, increase a score Identifies what must actually happen
Scoring unit Per troop, minute, item or score point Prevents comparing incompatible numbers
Cap or special rule Daily limit or listed bonus condition Stops overestimating the whole stockpile's return
Next reward Required score and reward contents Gives the session a concrete stopping point

Check the featured hero reward as well. A useful milestone for an unwanted hero may be worth less to your account than saving the same materials for a target you can develop. Use hero recruitment planning to compare the full acquisition route.

Match the Calculation to the Task

Task wording Calculation to investigate Common error
Train troops by tier Eligible troops completed × that tier's value Using the T10 rate for every troop
Upgrade troops under difference scoring Count × (new-tier value − old-tier value) Awarding the full new-tier value again
Use speedups Eligible time consumed × points per unit of time Counting natural elapsed time as speedup use
Increase Chief Gear or Badge score Qualifying new score minus prior score, then apply coefficient Treating the final displayed gear score as the increase
Use a named material Eligible amount consumed × its listed rate Counting acquisition or crate opening instead
Recycle specified items The exact eligible recycling action and its limit Assuming every recycling input qualifies

If a rule is unclear, perform a small affordable eligible action and compare the score before spending the rest. A ten-second check can prevent a whole stockpile going into the wrong stage.

Worked Example: Training Versus Upgrading

Assume a hypothetical stage awards T9 at 15 points and T10 at 20, with upgrades scored by the difference. Training 1,000 T10 scores 20,000. Upgrading 1,000 T9 to T10 scores 5,000.

That does not mean fresh training is always more efficient. If the actual upgrade preview takes much less time, the upgrade may provide more points per minute. Compare:

Points per minute = qualifying points ÷ displayed batch minutes.

Then compare resource costs and whether you need additional troop numbers. The train-or-upgrade guide includes the full two-step comparison. Training low-tier troops and later upgrading them does not automatically double their total event value.

These example rates are not a current universal table. Published SotF generations and State Warfare formats have used different values, making unlabelled screenshots particularly easy to misuse.

Worked Example: Gear Score and a Reward Threshold

Suppose an eligible gear upgrade raises score by 300 and the event coefficient is 20. That produces 6,000 event points. If you need 10,000 more points for the next reward, the upgrade alone does not reach it.

Now suppose another eligible action costs two hours of saved speedups and produces the remaining 4,000 under your task's rate. Compare the reward with both costs. Do not judge the gear upgrade as profitable by assigning the whole milestone reward to that first action.

The numbers are illustrative. Use individual Chief Gear and Badge upgrades to identify the actual score change and material costs.

Why the Highest Points per Item Can Mislead

One capsule may score more than one common material while also being much harder to replace. The useful comparison is the reward you can reach with resources you can afford to spend on worthwhile upgrades.

Keep hero-specific currencies matched to your development plan. Spending a Completion Capsule on an unused hero solely because its point value looks high can leave your main hero unfinished. Likewise, opening a flexible choice crate too early may commit it to the wrong generation.

For a free account, begin with guaranteed milestones reachable through useful planned work. Ranking rewards depend on other players' spending and can move near the deadline. A large stockpile provides options, not a guaranteed rank.

Overlaps With SvS and Alliance Throwdown

The same action can help multiple events only when all relevant conditions and windows match. For Alliance Throwdown, confirm that you have accepted the correct task before performing the action it measures.

An overlap is not established merely because two events both mention troops. One may score training completions, another speedup consumption and another a different development action. Check all three before spending.

Agree on state-preparation commitments with the alliance before allocating your reserve to a solo ranking. Keep normal queues moving where useful; saving optional speedups is different from stopping all construction, research and training for weeks.

Common Mistakes

Buying a pack and expecting points immediately: the task may score using its contents, not buying it. Read the action verb.

Applying a Bloodsport screenshot to early SotF: match the format, stage and unit before copying any rate.

Recycling needed materials for points: calculate the surplus first with the Recycling Center guide.

Spending everything after passing the final intended milestone: set a stopping threshold before opening inventory. Save the excess if it has a better planned use.

FAQ

Are SotF stages and point values identical in every state? No. They vary with state progression and event format. Read the active stage's tasks, units and limits.

What is Bloodsport? It is a later-progression scoring format associated with states that have entered the World Event era. Its eligible systems and rules should be read from its own event screen.

Do troop upgrades earn the full new-tier points? Under difference-based scoring, they earn the new-tier value minus the starting-tier value. Other task types, such as speedup use, require their own calculation.

Does buying a pack count as using its materials? Not automatically. If the task says to use a material, purchasing or opening a pack is not the same action as spending that material on an upgrade.

Should I save every upgrade for SotF? No. Save discretionary spending when the reward is useful, but weigh the cost of delaying prerequisites, active queues and needed combat improvements.

Key Takeaways

  • Record the stage, action, scoring unit, cap and reward threshold before spending.
  • Use upgrade differences where required, rather than final displayed values.
  • Stop at a planned reward and preserve materials for the next useful goal.