Canyon Clash
Canyon Clash puts three alliances in the Lost Canyon for an hour. The canyon is split into three territories — Stormrage, Flameguard and Iceguard — around the Frozen Citadel in the middle, and every building pays points for every minute you hold it. Each alliance fields a legion of 30 combatants and 10 substitutes, every chief brings 3 squads, and you need Furnace 16 or higher to take part.
Assign your teams on the Canyon Clash planner — it has the full 94-building map with each building's code.
The four stages
| Stage | Minutes | What opens |
|---|---|---|
| Preparations | 0–3 | Deploy and plan — nothing can be taken yet. |
| Seize & Conquer | 3–20 | The land grab — every building except the Fortresses and the Citadel is open. |
| Fortress Occupation | 20–40 | The three Fortresses open at 1,800 a minute each. |
| Citadel Onslaught | 40–60 | The Frozen Citadel opens; whoever holds it at the end takes the bonus. |
Buildings and points
| Building | Opens | Per minute | Stormrage | Flameguard | Iceguard |
|---|---|---|---|---|---|
| Frozen Citadel | 40:00 | 1,800 | Centre of the canyon | Centre of the canyon | Centre of the canyon |
| Fortress | 20:00 | 1,800 | 1 | 1 | 1 |
| Bastion | 3:00 | 1,800 | 1 | 1 | 1 |
| Cluster of Ruins | 3:00 | 600 | 5 | 5 | 3 |
| Ruins | 3:00 | 180 | 9 | 9 | 11 |
| Stronghold / Airport | 3:00 | 60 | 15 | 15 | 15 |
Held all at once, the canyon pays 28,320 points a minute. Each of Stormrage and Flameguard is worth 9,120 a minute; Iceguard is a little lighter at 8,280, because two of its Clusters of Ruins are plain Ruins.
What the numbers say
- Big buildings dwarf small ones. A Bastion, Fortress or the Citadel pays 1,800 a minute — the same as 30 Strongholds. The 45 Strongholds on the map are worth 2,700 a minute all together. Don't spend squads parked on Strongholds while a Bastion or Fortress is in reach.
- Clusters of Ruins are the best mid-sized target at 600 a minute — over three Ruins' worth each.
- Fortresses open at 20:00. Three of them at 1,800 each arrive at once, so have squads positioned next to them before the stage changes.
- The Citadel opens at 40:00. Holding it pays 1,800 a minute, and the alliance holding it at the final tally takes a large bonus — reported by players as 50,000 points, about 28 minutes of Citadel income in one go. A close match is decided in the last few minutes around the Citadel.
Rules that shape your plan
- Adjacency. You can only deploy to a building next to one your alliance already holds. Plan routes, not just targets — a Fortress you can't reach isn't a target yet — and keep the chain back to your territory intact.
- Bastions are your revive point. Defeated squads revive at a Bastion, so losing your home Bastion makes every later fight more expensive. Never leave it empty.
- Fuel. Deploying, advancing, retreating, conscripting and instant revives all cost fuel, which refills over time; appointing a Guardian on a building raises your fuel rate.
- Advance and retreat become available at a building once five friendly squads are queued there.
- Leaving locks you out. Leave the battlefield and you can't come back for 12 minutes — make sure substitutes are ready to fill gaps instead.
A plan that follows the numbers
- Preparations (0–3): choose a guard for your home Bastion, and point your fastest teams at the Clusters of Ruins nearest your territory.
- Seize & Conquer (3–20): take your own territory's Clusters and Ruins, build a connected chain toward the Fortresses, and probe a neighbour's Bastion only if they leave it thin.
- Fortress Occupation (20–40): hit the Fortresses the moment they open, from buildings you already hold next to them.
- Citadel Onslaught (40–60): keep your income buildings defended, but put your strongest squads on the Citadel — holding it at the end can swing the whole result.
The Canyon Clash planner shows each team's points per minute phase by phase, warns when your Bastion or the Citadel has nobody on it, and gives you a link and a chat summary to share.
