Last War Guide logo

Season 4 Guide

The Ultimate Last War Survival Season 4 Week 4 Guide: Copper War, Atomic Breath & Tenryu Castle

Season 4 Week 4 opens the Copper War: two rounds of faction warfare on Wednesday and Saturday, the Warlord's Atomic Breath and Butler's Tesla Coil, the Trade Baron tax push, and the Day 7 unlock of the Level 7 city, Tenryu Castle.

Stylized isometric artwork of a Tesla coil tower crackling with lightning atop a Japanese-style building on Evernight Isle, the lead art for the Last War Survival Season 4 Week 4 guide.
Week 4 Lead Artwork — Tesla Coil Tower

Season 4 Week 4 is the hinge of Evernight Isle: the Faction Awards decision from Week 3 turns into live warfare as the Copper War (Copper Conquest) opens on Day 1. From this week until the end of the season, your alliance fights two war rounds every week — Wednesday and Saturday — to plunder Copper from enemy Alliance Centers.

The week stacks five season missions on top of the war schedule: Warbreaker, Ruinstriker, Warlord, Trade Baron, and the Day 7 capture of Tenryu Castle, the Level 7 Capitol city. This guide walks through the war cycle stage by stage, the plunder math, both faction-only war skills, the profession skills that pay off in sieges, and the parallel Blood Night and Trade Post routines that keep your economy growing while you fight.

Key takeaways

  • Copper War runs eight rounds from Week 4 to Week 7, two per week: declarations Tuesday and Friday, battles Wednesday and Saturday at 12:30 server time.
  • Kage no Sato attacks first in Week 4 and Koubutai defends first; the roles alternate every round, so each faction ends the season with four attacks and four defenses.
  • Plunder is capped at 15% of the defender's Copper this season: 3% per destroyed warehouse plus 6% for the Alliance Center — kill warehouses first, because destroying the Center ends the war immediately.
  • The attacking Warlord fires Atomic Breath and the defending Butler deploys the Tesla Coil; both can launch during the 30-minute preparation phase, and using Atomic Breath is itself a season mission.
  • Tenryu Castle, the Level 7 city, unlocks on Day 7, 12 hours after that day's reset — it does not count against your six-city limit, but its buffs stay locked until your alliance kills the Oni General that besieges it during Blood Night.

Part 1: Week 4 Missions and the War-Phase Mindset

Week 4 switches the season from growth to contested territory. All five main missions are visible from Day 1 except the Level 7 city mission, which starts on Day 7. Warbreaker, Ruinstriker, and Warlord track Copper War participation directly, while Trade Baron and the Tenryu Castle capture reward alliances that keep working the map between battles.

The chest goals are warzone-wide, so your personal contribution matters less than showing up: every commander who joins rallies pushes the shared counter. The mission goal for Trade Baron and the Level 7 city unlocks 12 hours after the mission appears, but the reward-chest goals are trackable immediately.

  • Treat Wednesday and Saturday as fixed war days — plan shields, marches, and healing around them.
  • Join every Copper War round even if your alliance is not declared: warzone chest goals need everyone.
  • Keep daily routines (Lighthouse, Blood Night, Trade Posts) running between wars — they fund the war effort.
MissionStartsMission goalWarzone chest goal
WarbreakerDay 1The beginning of the Copper War — no action requiredDefeat 1,000,000 enemies in Copper Conquest (warzone total)
RuinstrikerDay 1Damage Alliance Centers during the Copper WarDestroy 2,000,000 total Alliance Center durability (warzone total)
WarlordDay 1Use the Warlord's Atomic Breath during a warTotal times Commander bases are blasted away by the Warlord Missile: 400 (warzone total)
Trade BaronDay 1 (goal unlocks after 12h)Capture Trade Posts and collect tax revenueCollect 300,000 tax revenue as Trade Post Lords (warzone total)
City Ready for War, Level 7Day 7 (goal unlocks after 12h)Capture the Level 7 city, Tenryu CastleTrain 1,000,000 units (warzone total)
World Dynamics screen with Week 4 selected in the eight-week timeline, showing the Warlord Missile mission at 643 of 400 Commander bases blasted away, the Trade Baron tax mission at 468,908 of 300,000, and the locked Level 7 Tenryu Castle mission with a 1,000,000 units trained goal.
Week 4 World Dynamics Missions

Part 2: Copper War Basics — Factions, Rounds, and the 15% Plunder Cap

The Copper War is an alliance-versus-alliance war between the two Week 3 factions, Kage no Sato and Koubutai. There are eight rounds in total, two per week from Week 4 through Week 7. In Week 4, Kage no Sato attacks first while Koubutai defends first, and the roles swap every round — by the end of the season each faction has attacked four times and defended four times.

The objective is Copper, not territory. Attackers who destroy buildings around a defending Alliance Center plunder a percentage of that alliance's stored Copper: each of the three warehouses is worth 3% and the Center itself adds 6%, for a maximum of 15% per war. That cap is a meaningful reduction from Season 3, so wars are about consistent, well-targeted raids rather than one snowball victory.

Two Season 4 rule changes shape every fight: Alliance Centers may only have three secondary buildings (the Stone, Oil, and Magatama Warehouses), and declaration brackets split into narrower rank groups every week, forcing similarly sized alliances to fight each other as the season progresses.

  • 8 rounds total: 2 per week, wars on Wednesday and Saturday, Weeks 4–7.
  • Maximum plunder per war: 3% per warehouse destroyed + 6% for the Alliance Center = 15%.
  • Only three secondary buildings exist per Center: Stone, Oil, and Magatama Warehouses.
  • Declaration brackets tighten weekly, so expect fairer — and harder — matchups than early Season 3 wars.

Part 3: The Five-Stage War Cycle — From Monday Ranking to the 12:30 Battle

Every round follows the same multi-day structure, twice per week. Copper totals are recorded at the Monday (and Thursday) reset and define the ranking brackets you must declare within. R4+ of the attacking faction declares war on Tuesday (and Friday): one target at a time, only inside the same Copper ranking group, with up to three alliances able to pile onto a single defender. The target can be changed until the stage ends, so declarations are a commitment window, not a coin flip.

On Wednesday (and Saturday), the invitation stage gives defenders 12 hours to call in same-faction allies from the same ranking group who are not already declared upon. Three attackers allow two defense partners; two attackers allow one. The invited alliance's R3 members vote, and the partnership locks once accepted.

Preparation begins at 12:00 server time and lasts 30 minutes: the war is confirmed, the Alliance Center cannot be changed, and both faction skills can be launched. The battle itself starts at 12:30 server time and lasts 20–40 minutes depending on the matchup. After the war, an end-of-war stage runs until the next 0:00 reset, when unclaimed rewards are mailed and ruins auto-rebuild if R4 does not rebuild them.

  • Ranking brackets group alliances by recorded Copper: roughly ranks 1–10, 11–20, 21–30, and 31–50.
  • Brackets split into more, narrower groups as the copper war weeks progress — 10 ranks per group in Week 1, 6 in Week 2, and 3 from Week 3 on, with a 31-100 catch-all group throughout — so early fights are the softest you will see.
  • Think twice before double- or triple-declaring: loot splits by damage, and the strongest enemy alliance stays free to accept a defense invitation.
  • Sync your alliance's activity calendar to the Monday ranking snapshot — Copper collected before reset decides your bracket.
StageWhenLengthWhat happens
Copper RankingMonday & Thursday at reset24hCopper totals recorded; Faction Ranking groups displayed with each alliance's Copper beside its rank
Declaration of WarTuesday & Friday at reset24hR4+ declares on one alliance in the same bracket; up to 3 attackers per target; target changeable until stage end
InvitationWednesday & Saturday at reset12hDefenders invite same-faction allies in the same bracket; 3 attackers → 2 partners, 2 attackers → 1; R3 vote locks it
PreparationWednesday & Saturday 12:00 server30 minWar confirmed; Alliance Center locked; Atomic Breath and Tesla Coil can launch
WarWednesday & Saturday 12:30 server20–40 minBattle window — duration set by the matchup
End of WarUntil next 0:00 reset—Unclaimed rewards mailed; ruins auto-rebuild if R4 does not rebuild
Faction Ranking screen for Week 1 Group 1 (ranks 1-10) showing alliances with power and recorded Copper beside each rank — 1.5M for rank 1 — plus Attacker role marks and a War Declaration Soon countdown of 1d 00:34:35.
Faction Ranking — Week 1 Group 1

Part 4: Matchups, Durability, and the Plunder Math

War length and defender rewards scale with the matchup. Even fights (1v1, 2v2, 3v3) last 40 minutes. When attackers outnumber defenders, the war shortens but outnumbered defenders earn multiplied victory rewards: 30 minutes at x2 for 2v1 and 3v2, and 20 minutes at x3 for 3v1. If the battle timer expires with the Center still standing, the defense wins.

The defending Alliance Center has 200,000 durability and garrisons up to 100 defending squads; each of the three warehouses has 50,000 durability and its own 100-squad garrison. Defenders must actively reinforce every building they intend to protect — an empty garrison melts to rallies. Center durability does not regenerate during the war, the Center cannot be relocated mid-war, and if the Center is at 0 durability or was never built when the war starts, the defense is lost automatically.

Attackers should clear warehouses before touching the Center: destroying the Center ends the war immediately and does not auto-destroy the remaining warehouses. Note that you can loot Copper while technically losing — any building destroyed pays out its percentage even if the Center survives. Among multiple attacking alliances, loot is split by each alliance's share of durability damage.

Watch your own exposure when attacking: hitting the Alliance Center drops your shield, while joining rallies does not — so structure attacks as rallies whenever possible. Attackers' Centers need no territory connection, and defense partners' troops do not clash with each other.

  • Alliance Center: 200,000 durability, up to 100 defending squads.
  • Each warehouse (Stone / Oil / Magatama): 50,000 durability, up to 100 squads — reinforce all of them, not just the Center.
  • Plunder per war: 3% per warehouse + 6% for the Center, capped at 15% of the defender's Copper.
  • Destroy warehouses first — the Center's fall ends the war on the spot.
  • Spread defending bases to lengthen attacker travel times, and fill every garrison slot before 12:30.
  • Use timed wave attacks to overwhelm a full 100-squad garrison; plan positions with a hive planner before declarations open.
MatchupWar lengthDefender victory rewards
1v1 / 2v2 / 3v340 minutesStandard
2v1 / 3v230 minutesx2
3v120 minutesx3

Part 5: Faction War Skills — Atomic Breath vs Tesla Coil

Two war-only skills are tied to named alliance official positions, and both can be launched during the preparation phase — you do not have to wait for the battle window. The attacking alliance's Warlord wields Atomic Breath, a re-skinned Warlord's Missile. It devastates a 35×35 area: every base in the radius is forcibly relocated (shields are not broken), and any Alliance Center or warehouse caught in the blast takes 30,000 durability damage. The struck zone becomes Contaminated Land for one hour.

Atomic Breath has a 180-second launch window during which the Warlord's base location is announced in world chat and can be attacked. If the Warlord's base moves or drops to 0 durability before launch, the shot fails and the skill goes on a 72-hour cooldown. Use it to open jump-in spots next to the enemy Center, to scatter their garrison bases, or to delete a key warehouse's durability before the first rally — and remember the Week 4 season mission explicitly asks you to fire it.

The defending alliance's Butler controls the Tesla Coil, which replaces Season 3's Mummy's Army. Deployed on any alliance building, it adds 50,000 durability and shocks enemies in a 21×21 area every 10 seconds for 500 damage, lasting up to 300 seconds or until destroyed, on a 72-hour cooldown. The Butler stays safely shielded while operating it, Electricians on the building boost its damage, and the alliance tech that illuminates the path adds a further 10%.

A proven defensive timing from Season 4 veterans: fire the Tesla Coil about five minutes before the battle starts if attackers have already grabbed prime tiles in your territory — the damage plus the durability buffer often convinces light attackers to relocate before the real fight begins.

  • Both skills can launch in the 12:00–12:30 preparation window.
  • Attackers: breath the Center's flank first, then rally through the opened gap.
  • Defenders: keep the Butler's cooldown fresh for every war day and stack Electricians on the Coil building.
  • The Warlord mission makes firing Atomic Breath at least once this week free progress.
SkillHolderEffectKey limits
Atomic BreathWarlord (attacking alliance)35×35 blast: forcibly relocates bases (no shield break), 30,000 durability damage to Center/warehouses, leaves Contaminated Land for 1h180s launch window; base revealed in world chat; moving or losing the base fails the launch → 72h cooldown
Tesla CoilButler (defending alliance)+50,000 durability to one alliance building; 500 damage every 10s in a 21×21 area; up to 300s72h cooldown; Butler shielded while operating; Electricians and alliance tech boost damage

Part 6: Tenryu Castle — the Level 7 City Unlocks on Day 7

The City Clash ladder finishes on Day 7 of Week 4, when the Level 7 city, Tenryu Castle — the season's Capitol — unlocks 12 hours after reset. Capturing it is the Week 4 'City Ready for War, Level 7' mission, and it is the one map objective of the week that is not a faction war.

Tenryu Castle is worth the fight for more than the mission. The Capitol does not count against your alliance's six-city limit, so it is a free seventh hold, and it anchors end-season play: alliances need territory adjacent to the Capitol — a city or Digging Stronghold works — to join the Week 7 Faction Duel and the Week 8 Capitol Conquest, where the Capitol is worth 10,000,000 faction Copper and each of its three giant cannons adds 6,500,000.

Standard City Clash rules apply: your alliance needs a connected territory path, one city target at a time, and a maximum of two city war declarations per day. Sieges kill a percentage of the garrison outright, so bring full marches and expect losses. Once captured, a city enters a protection period of roughly six days, and abandoning it does not reset that timer — plan your grabs before rivals do.

One warning carried over from earlier weeks: a captured city's buffs stay locked until your alliance defeats the Oni General that besieges it during a Blood Night Descend. If you take Tenryu Castle or any high-level city this week, schedule a rally for its Oni General at the next 02:30, 10:30, or 18:30 server descent.

  • Tenryu Castle (Level 7 / Capitol) unlocks on Day 7, 12 hours after that day's reset — the weekday depends on when your server's season began.
  • It does not count toward the six-city cap — hold it in addition to your six cities.
  • Adjacent territory (any city or stronghold) is required for the Week 7 Faction Duel and Week 8 Capitol Conquest.
  • Kill the Oni General at the city during Blood Night to actually receive its buffs.
  • Day 7 can land on a war day or a rest day depending on your server's start date — Monday-start servers get a Sunday castle day, while the server in these screenshots had Day 7 fall on a Saturday war day. Plan the castle siege around whichever applies.
Level 7 City Ready for War mission card for Tenryu Castle, locked until June 7, 2025 on the player's server, with the 1,000,000 units trained goal shown at 0 of 1,000,000.
Level 7 City Ready for War — Tenryu Castle

Part 7: Trade Baron — Keep the Trade Post Tax Flowing

The Trade Baron mission wants the warzone's Trade Post Lords to collect 300,000 in tax revenue, so the Tuesday and Friday Trade Post contests now feed directly into a season reward chest. The rotation from Week 3 continues: posts open for contest at 12:00 server time on both days, with one hour of competition, and the Level 3 and Level 4 posts remain the high-value targets for weapon shards, Training Certificates, and Overlord materials.

Holding a Trade Post pays the Lord in Copper tax — which doubles as Copper War fuel, since recorded Copper decides your declaration bracket every Monday and Thursday. The Governor should still base on the Contaminated Land adjacent to the post to unlock restocking, purchase discounts, Golden Egg taxes, and the Magatama Trade Caravan during Blood Night.

If you took the Trade Discount profession skill, the 10% post discount stacks with this week's mission push — restock immediately after each contest while prices are reduced.

  • Contest Trade Posts Tuesday and Friday at 12:00 server time; save your strongest marches for Level 3 and Level 4 posts.
  • Tax revenue counts toward both the Trade Baron chest and your alliance's recorded Copper ranking.
  • Keep the Governor based adjacent to the post for restocks, discounts, and Blood Night caravans.
  • Track the 5-per-person cap on Level 4 Weapon Shards before the post closes.

Part 8: Blood Night Descend Stage 3 — Oni Legions and Oni Generals

Blood Night Descend continues three times per day at 02:30, 10:30, and 18:30 server time, 30 minutes each. Week 4 sits inside Stage 3, 'Doomsday Crisis: Oni Legions' (Weeks 3–7): Blood Night Oni Legions — Doom Walkers — spawn across the map and prioritize attacking bases with their lights on, while monster Virus Resistance rises by 500 and base corrosion adds 500 Commander Durability Damage against breached bases.

Stage 3 is also the best Magatama and Tactics Card farming window of the season. The Oni Summon profession skill lures an Oni Legion to you for five minutes, chaining kills into big Magatama and Tactics Card Fragment payouts, and Tactics Card Pack drop rates rise by 30% during descents — up to five cards per day. Keep the Lighthouse on Brightness Auto-Adjustment: full-brightness drain climbs to 18,000 per minute, and even Level 1 light makes your base immune to active attacks.

Do not skip descents if you hold cities this week. Oni Generals besiege owned cities during Blood Night, and until your alliance kills the General, the city's buffs stay locked. Rally them immediately after each capture — Tenryu Castle included.

  • Descend times: 02:30, 10:30, 18:30 server time — 30 minutes each, daily.
  • Stage 3 effect: Oni Legions hunt lit bases; +500 Virus Resistance; +500 Commander Durability Damage on breached bases.
  • Use Oni Summon (Profession Level 80, learnable from Day 15 of the season) to chain Legion kills for Magatama and card fragments.
  • Tactics Card drops +30%, capped at 5 per day — bring your best farming marches.
  • Rally Oni Generals off your cities, especially any newly captured Level 7 castle.

Part 9: Profession Targets for the War Phase — Lightfall to Summon Mummies

The profession cap is Level 100, and both professions — Engineer and War Leader — share the same seasonal skill tree, so war week is about which skills you buy, not which profession label you carry. Four war-phase unlocks deserve your points now that the Copper War has started.

Lightfall (Level 70) keeps a breached base's lighthouse extinguished for three minutes, stripping its light immunity while your alliance chews through its durability. Disruption Mine (Level 75) plants a mine that stops enemies from relighting for three minutes for a full day. Oni Summon (Level 80) doubles as a Blood Night farming tool and a way to pull Legions off your territory. And Summon Mummies (Level 85) — widely considered the must-have — summons a 37.5-million-power mummy boss that marches for 30 minutes, deals 10,000 durability damage when it breaks a base, and forces even shielded strongholds to react. It requires Protector's Field Level 25 and only one skill point.

Free-to-play players should treat Summon Mummies as the goal to reach before Copper War rounds 3–8, when declarations narrow to three-alliance brackets and every bit of siege pressure counts. Above Level 100, profession EXP converts into core Tactics Card upgrades, so keep farming EXP through the war weeks.

  • Prioritize: Lightfall → Disruption Mine → Oni Summon → Summon Mummies as points allow.
  • Engineer and War Leader share the same seasonal skills — pick the profession that matches your alliance role.
  • F2P target: Summon Mummies ready by Copper War round 3.
  • Profession EXP past Level 100 upgrades core Tactics Cards — never waste the daily Top Up EXP cap.
Profession levelSkillWar use
70LightfallBreached bases stay dark for 3 minutes — no light immunity while you siege
75Disruption MineDeployed mine blocks relighting for 3 minutes; active for 24h
80Oni SummonLures an Oni Legion for 5 minutes — Blood Night farming and map control
85Summon Mummies37.5M-power mummy, 10,000 durability damage on breach; needs Protector's Field L25

Part 10: Rewards — Victory Chests, Point Milestones, and Honor Points

Copper War pays on three layers. Victory rewards are claimed through the event interface, with the outnumbered-defender multipliers (x2 and x3) applied on top. Individual war points — earned from kills, losses, and healing — unlock milestone chests as the war progresses; community trackers place the thresholds around 50,000, 200,000, and 500,000 points, paying Honor Points, Stone, training items, and speedups. When multiple alliances attack the same target, rewards follow each alliance's ranking of Center durability damage.

Honor Points deserve a special note for Week 8 planning: attacking the Capitol — or fighting in the mud area around it — converts troops killed or lost into Honor Points. That is a long-way-off payout, but the habit of joining every war round this week is what keeps your personal totals climbing.

Everything unclaimed when the end-of-war stage closes at the next 0:00 reset is mailed automatically, and ruins rebuild themselves if R4 does not get to them — so a missed claim is never a lost reward, only a delayed one.

  • Claim victory rewards in the event interface before the 0:00 reset; unclaimed rewards arrive by mail.
  • Individual point milestones (roughly 50k / 200k / 500k) drop Honor Points, Stone, training items, and speedups.
  • Multi-attacker rewards are split by Center durability damage — commit marches if you want a share.
  • Fight in the mud area during Capitol battles later in the season to farm Honor Points.

Final Checklist: A War-Week Routine That Repeats for Four Weeks

Week 4 sets the template for the rest of the season, so build a repeatable rhythm rather than a one-off push. Monday: bank Copper before reset and review the ranking snapshot. Tuesday: agree declaration targets in leadership chat and set rally timings. Wednesday: reinforce every warehouse before 12:00, launch or answer the faction skill during preparation, and fight at 12:30. The same loop repeats Thursday through Saturday, and Day 7 belongs to Tenryu Castle and Blood Night farming.

Between wars, keep the economy loops that fund everything else: Lighthouse upgrades and Brightness Auto-Adjustment, the Trade Post contests on Tuesday and Friday, daily Blood Night descents for Magatama and Tactics Cards, and steady profession-tree progress toward Summon Mummies. Save seasonal resources for the second half — Williams' Exclusive Weapon Battle Pass arrives in Week 6, and the Faction Duel and Capitol Conquest close the season in Weeks 7 and 8.

Skip nothing: unlike daily events, a missed Copper War round is gone forever, and the chest goals behind Warbreaker, Ruinstriker, and Warlord only move while the warzone fights.

  • Monday/Thursday: Copper banked before reset; bracket checked.
  • Tuesday/Friday: declaration plan agreed; Trade Post contested at 12:00.
  • Wednesday/Saturday: garrisons filled before 12:00; faction skill ready; fight at 12:30; rewards claimed before 0:00.
  • Day 7: Tenryu Castle siege at unlock; Oni General rallies; Blood Night farming.
  • Ongoing: Lighthouse upgrades, profession progress toward Level 85, resources saved for Week 6's Williams pass.