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Season 1 Guide

Last War Season 1 Guide: The Strategic Roadmap to City Clash S1

A complete City Clash S1 roadmap covering pathfinding, city unlock timing, war declaration limits, Lv.6 expansion power, and the final Lv.7 Capital battle.

Season 1 City Clash guide cover showing the strategic roadmap from early cities to the Capital fight
City Clash S1 Overview

Mastering the transition into Last War Season 1 takes more than raw account power. City Clash S1 rewards alliances that understand map control, stronghold pathing, and the exact timing of every city unlock.

This guide turns the first month of Season 1 into a practical roadmap. From the first Lv.1 city window to the final Lv.7 Capital fight, the goal is to help your alliance expand cleanly, avoid wasted declarations, and stay in position for the season's biggest rewards.

Quick navigation

Key takeaways

  • Week 1 is all about pathfinding because you cannot capture a city without owning an adjacent Military Stronghold.
  • Week 2 forces smarter city targeting because alliances can declare for only 2 city captures per day.
  • Week 3 is the race for Lv.6 cities, which raise alliance stronghold capacity to 8 and unlock the path to the Capital.
  • Week 4 ends with the Lv.7 Capital clash, and only alliances holding at least one Lv.6 city can enter the fight.

Profession quick pick

Engineer

Best for most players

Choose Engineer if your focus is efficient growth, better upgrade pacing, and stronger long-term account value.

  • F2P friendly
  • Better resource efficiency
  • Useful alliance support value

War Leader

Best for aggressive PvP

Choose War Leader if you plan to lead rallies, fight constantly, and trade long-term efficiency for stronger combat impact.

  • Better for whales and rally leads
  • Stronger offensive pressure
  • Higher value in active war play

Phase 1: Week 1 Pathfinding and the Lv.1 City Window

The opening stage of City Clash S1 is all about map setup. Before your alliance can even think about capturing a city, you must own an adjacent Military Stronghold. That makes early stronghold planning more important than random expansion.

From Day 1, leadership should focus on building a clean path toward the best city targets instead of spreading thin. You begin with a cap of 3 strongholds, and that limit increases by 2 each day, so efficient early routes matter a lot more than short-term detours.

Lv.1 cities unlock on Wednesday at 12:00 server time. Alliances that already prepared their path can move immediately while slower groups are still trying to connect strongholds.

  • You must own an adjacent Military Stronghold before declaring on a city.
  • Start the season with a 3-stronghold cap.
  • Gain 2 additional stronghold slots each day.
  • Prioritize the shortest and safest route toward valuable city clusters.
Season 1 City Clash infographic for Lv.1 city timing and stronghold pathfinding requirements
City Clash S1 Lv.1 City

Phase 1: Week 1 Lv.2 Cities and Early War Zone Goals

The second half of Week 1 shifts attention from the first city capture toward sustainable positioning. Lv.2 cities unlock on Sunday at 12:00 server time, so alliances need to use the middle of the week to extend their path without wasting stronghold slots.

There is also a bigger War Zone objective running in the background. Your alliance should help push the zone toward 80 captured strongholds because that collective milestone improves early-season rewards and creates more map control for everyone on your side.

  • Lv.2 cities unlock on Sunday at 12:00 server time.
  • Use the days between city unlocks to extend clean routes instead of overcapturing.
  • Aim for 80 total strongholds in the War Zone to maximize early rewards.
  • Treat Week 1 as a territory setup week, not a brute-force combat week.
Season 1 City Clash infographic for Lv.2 city unlock timing and early expansion planning
City Clash S1 Lv.2 City

Phase 2: Week 2 Expansion and the Lv.3 City Race

Week 2 is where City Clash starts to feel competitive. Lv.3 cities open first, and the map becomes much tighter because several alliances now want the same routes and choke points.

The most important rule in this stage is the War Declaration cap. Your alliance can capture only 2 cities per day, so leadership cannot afford to waste declarations on low-value targets. The best calls are usually the cities that improve future pathing, block rivals, or open access to stronger cities later in the week.

  • Lv.3 cities are the first major Week 2 objective.
  • Your alliance can capture only 2 cities per day.
  • Prioritize cities that improve geography, not just immediate rewards.
  • Use declarations to secure routes, deny rivals, and set up later unlocks.
Season 1 City Clash infographic for Lv.3 city expansion and war declaration planning
City Clash S1 Lv.3 City

Phase 2: Week 2 Lv.4 Cities and the Abandon Tactic

By the time Lv.4 cities unlock, strong alliances begin running into territory management limits. If your alliance reaches the 4-city cap, expansion can stall unless leadership handles slots carefully.

This is where the Abandon tactic becomes so valuable. Once a city is captured, you can give up a neighboring stronghold that was only needed for pathing. The city stays under your control, but the freed stronghold slot can be reused to extend toward the next objective. That tactic is one of the cleanest ways to keep expansion moving without sacrificing completed captures.

  • Lv.4 cities are the second unlock wave of Week 2.
  • Alliances can hold only 4 cities at once in this phase.
  • Abandoning an unnecessary adjacent stronghold frees room for fresh expansion.
  • Do not abandon pathing pieces until you are certain the city remains secure.
Season 1 City Clash infographic for Lv.4 city timing, city limits, and the Abandon tactic
City Clash S1 Lv.4 City

Phase 3: Week 3 Positioning for Lv.5 Cities

Week 3 raises the stakes again. Lv.5 cities are important on their own, but their real value is that they push your alliance one step closer to the Lv.6 breakthrough that decides the final week.

At this stage, alliances should stop thinking only about local gains. Every declaration, stronghold route, and defensive commitment should be judged by one question: does this move improve our odds of reaching and holding a Lv.6 city before rivals do?

  • Lv.5 cities are the setup layer for the Week 3 power spike.
  • Use Week 3 declarations with Lv.6 access in mind.
  • Avoid getting trapped in side routes that do not help the next unlock.
  • Map positioning matters more than prestige captures here.
Season 1 City Clash infographic for Lv.5 city positioning and route planning toward Lv.6
City Clash S1 Lv.5 City

Phase 3: Week 3 The Race for Lv.6 Cities

Lv.6 cities are the true turning point of City Clash S1. They unlock on Sunday at 12:00 server time, and holding one increases your alliance's stronghold capacity to a maximum of 8.

That extra reach changes everything. An alliance with 8 stronghold slots can stretch farther, defend more routes, and contest central objectives much more efficiently than alliances still stuck on lower capacity. Just as important, you must hold at least one Lv.6 city to qualify for the Lv.7 Capital battle in Week 4.

  • Lv.6 cities unlock on Sunday at 12:00 server time.
  • Holding a Lv.6 city raises alliance stronghold capacity to 8.
  • The extra reach is critical for central-map control in the final week.
  • No Lv.6 city means no access to the Lv.7 Capital fight.
Season 1 City Clash infographic for Lv.6 city unlocks, stronghold cap 8, and Capital qualification
City Clash S1 Lv.6 City

Phase 4: Week 4 The Final Conquest for the Lv.7 Capital

The climax of City Clash S1 is the Lv.7 Capital battle. This city unlocks on Sunday at 12:00 server time, and entry is restricted to alliances that already hold at least one Lv.6 city.

Victory is decided in one of two ways. The cleanest route is continuous occupation for 4 straight hours. If no alliance manages that, the city goes to the alliance with the longest total occupation time when the event ends. That means both burst defense and long-term rotation planning matter in the Capital fight.

  • Only alliances holding at least one Lv.6 city can enter the Lv.7 clash.
  • The Lv.7 Capital unlocks on Sunday at 12:00 server time.
  • Win by holding the city continuously for 4 hours.
  • If nobody holds for 4 straight hours, the longest cumulative occupation time wins.
Season 1 City Clash infographic for the Lv.7 Capital battle and its victory conditions
City Clash S1 Lv.7 Capital

City Clash S1 Summary Table

If your alliance wants a simple planning reference, use this city unlock timeline. The strongest groups do not just know what unlocks next - they schedule their active players around the 12:00 server reset and treat each window like a coordinated operation.

  • Week 1 is pathfinding.
  • Week 2 is efficient declaration management.
  • Week 3 is the Lv.6 power race.
  • Week 4 is all about Capital qualification and occupation timing.
TimelinePrimary ObjectiveServer Unlock Time
Week 1Lv.1 and Lv.2 CitiesWednesday / Sunday 12:00
Week 2Lv.3 and Lv.4 CitiesWednesday / Sunday 12:00
Week 3Lv.5 and Lv.6 CitiesWednesday / Sunday 12:00
Week 4Lv.7 Capital CitySunday 12:00
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