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Portal Quest Guide – All about Guild War

Schedule – Guild Wars are limited to one day, with matching starting at 10 am. They alternate with a rest day, which means Wars are essentially every other day. The Seasons are one month long. With this schedule, there will be times when War will run two days in a row.Sparring – on the off-days, your Guild will be able to spar an old War from the CURRENT Season. This gives players a chance to test different lineups in a War that maybe was lost and you’re not sure why. The Guild War spar uses the old Guild War map (the "green" one). WHICH War is sparred is decided by your Guild Leader when a War ends. Since this is applied to every members Guild War screen, ideally input about which War should be sparred will be given to the Guild Leader. You can spar the War that just ended to see what could have been done better, or a previous one that maybe didn’t go so well. Point System – You get points for each Tower/the Keep your Guild destroys. At the end of the day, the winner will be the Guild with the most points. Tiebreakers – for the first tiebreaker, the win will go to the Guild that has destroyed the highest percentage of lineups. The second tiebreaker looks at the Guild that finished the last successful fight first.Tiers – There are eight tiers. When your Guild wins a War, your Guild goes up a tier. If you’re in the top tier, you won’t move down if you lose.Matching – you will be matched with other Guilds within your tier. If your Guild fails to queue for War in time, you’ll be given the spar setup for the next day. If your Guild is queued and ready for War but NOT matched, you get an automatic, "win." In a lower tier, your Guild would then be bumped up and given the appropriate rewards. If your Guild is already in the top tier, you’ll be given Crowns and rewards. In a situation where there are no other Guilds in the same tier, your Guild will get matched with the closest Guild in the next tier up.Rewards – you get full rewards for your first five successful attacks. After that, each successful attack gets you less and less rewards, down to zero. You’ll get more rewards if your Guild wins a War. Only the Guilds in Challenger will receive end-of-Season rewards.Attack Credits – we’ve done away with Attack Point Generation. All Guild members will start War with Attack Credits. Attacking Tier 3 towers now cost 2 AC. Attacking Mage Towers and Keep now costs 3 AC. Refreshing Heroes now costs 2 AC. Attacking Tier 1 and Tier 2 towers still cost 1 AC. Leftover Attack Credits on Guild members or in the Guild Bank will be added to your Guild’s total score for that War once the entire enemy battlefield has been defeated.Center Mage Tower – the Center Mage Tower will buff the defense of the Heroes that are of the same aspect as the Faction that won the last Portal Lords event.

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Portal Quest GUIDE