Season 4 Guide
The Ultimate Last War Survival Season 4 Week 5 Guide: Narrowed Brackets, Summon Mummies & the Williams Stockpile
Season 4 Week 5 is the consolidation week: Copper War rounds 3-4 in tightened six-rank brackets, the same four repeating missions, the Summon Mummies profession push, and stockpiling every shard for Williams' Exclusive Weapon arriving in Week 6.

Season 4 Week 5 is the season's consolidation week: no new systems unlock, the Copper War rolls into rounds 3 and 4 with visibly tighter matchmaking, and the week's real work is preparation — stockpiling shards and resources for Williams' Exclusive Weapon, which arrives on Day 4 of Week 6.
The four missions from Week 4 repeat (Warbreaker, Ruinstriker, Warlord, Trade Baron) with the same warzone chest goals, so the weekly rhythm you built last week carries straight over. The differences that matter are under the hood: declaration brackets split into six-rank groups this week, matchups get noticeably fairer and harder, and the profession-tree race to Summon Mummies hits its F2P deadline before the round 3 bell.
Key takeaways
- Four missions repeat from Week 4 with identical warzone chest goals: 1,000,000 Copper Conquest kills, 2,000,000 Alliance Center durability, the Atomic Breath blast counter (400 in Week 4), and 300,000 Trade Post tax revenue.
- Copper War rounds 3 (Wednesday) and 4 (Saturday) run inside six-rank declaration groups this week — Group 1: 1-6, Group 2: 7-12, Group 3: 13-18, Group 4: 19-24, Group 5: 25-30, Group 6: the catch-all for remaining ranks (No. 31-50 on the server shown; some warzones run 31-100).
- Roles alternate every round: on the Kage no Sato side that means attacking Wednesday and defending Saturday, mirrored for Koubutai — plan garrisons and marches for both directions.
- Free-to-play players should unlock Summon Mummies (Profession Level 85, one point, requires Protector's Field Level 25) before round 3 — the 37.5M-power mummy is the season's decisive siege skill.
- Hoard from today: Williams' Exclusive Weapon Battle Pass lands on Day 4 of Week 6 — Weapon Shards, Exclusive Weapon shards, and seasonal resources spent this week are progress delayed.
- The Ryōtei Restaurant runs only through Week 7 — saved stages you skip do not need daily play, but anything banked must be cleared before the restaurant window closes.
Part 1: The Four Repeating Missions
Week 5 ships the same four missions as Week 4, all starting on Day 1, with identical warzone chest goals. There is no Level 8 city mission and no new event — the week is deliberately quiet so alliances can focus on the war rhythm and on stockpiling. The chest goals are warzone-wide counters, so every commander who joins a rally, collects tax, or fires the faction skill pushes the shared bar.
The only timing quirk is unchanged from last week: Trade Baron's mission goal unlocks 12 hours after the mission appears, while its reward-chest goal is trackable from the first reset. The Warlord chest goal repeats from Week 4, where the in-game counter read 400 Atomic Breath blasts (one warzone cleared it at 643/400) — expect the same target on a fresh counter.
- All four missions start Day 1 — no late-week unlocks this week.
- Warzone chest goals reset for the new week; last week's progress does not carry.
- Keep the Week 4 routine: war-day participation pushes three of the four counters at once.
| Mission | Starts | Mission goal | Warzone chest goal |
|---|---|---|---|
| Warbreaker | Day 1 | The Copper War continues — no separate action required | Defeat 1,000,000 enemies in Copper Conquest (warzone total) |
| Ruinstriker | Day 1 | Damage Alliance Centers during the Copper War | Destroy 2,000,000 total Alliance Center durability (warzone total) |
| Warlord | Day 1 | Use the Warlord's Atomic Breath during a war | Total times Commander bases are blasted away by the Warlord Missile (400 in Week 4's identical counter) |
| Trade Baron | Day 1 (goal unlocks after 12h) | Capture Trade Posts and collect tax revenue | Collect 300,000 tax revenue as Trade Post Lords (warzone total) |
Part 2: Copper War Rounds 3-4 — the Brackets Tighten to Six-Rank Groups
This is the week the matchmaking genuinely changes. In Week 4's copper war opener, alliances were grouped in blocks of ten ranks (Group 1: 1-10, Group 2: 11-20, Group 3: 21-30, plus a catch-all group behind them). From this week's rounds the declaration groups split into six-rank brackets: Group 1 covers ranks 1-6, Group 2 ranks 7-12, Group 3 ranks 13-18, Group 4 ranks 19-24, Group 5 ranks 25-30, and Group 6 is the catch-all for the remaining ranks — No. 31-50 on the server captured for this guide (larger warzones run 31-100). You can only declare war inside your own group, so opponents are now much closer to your size.
Seasoned players will notice how different this is from Seasons 2 and 3, where brackets were static — ranks 1-10 fought each other and ranks 11-20 fought each other every single week. The ladder keeps narrowing after this week too: the Week 3 grouping splits into three-rank brackets (1-3, 4-6, and so on through 28-30, with the catch-all behind), so use this six-rank window while matchups are still winnable for mid-table alliances.
The five-stage weekly cycle is unchanged: Copper totals are recorded at the Monday and Thursday resets, R4+ declares on Tuesday and Friday (one target at a time, up to three alliances per target, changeable until the stage ends), defenders invite same-faction partners on Wednesday and Saturday morning (three attackers allow two partners, two attackers allow one), preparation runs 12:00-12:30 server time, and the battle window opens at 12:30 for 20-40 minutes depending on the matchup.
Roles alternate every round. On the Kage no Sato side, that means attacking in Wednesday's round 3 and defending in Saturday's round 4 — with Koubutai mirroring exactly. Plan for both directions every week: garrisons filled and warehouses reinforced before your defense, Atomic Breath and rally waves ready for your attack.
The plunder math also carries over unchanged: each destroyed warehouse plunders 3% of the defender's Copper, the Alliance Center adds 6%, and the weekly cap stays at 15%. Kill warehouses first — destroying the Center ends the war instantly without touching the remaining warehouses.
- Rounds 3 and 4: Wednesday and Saturday, preparation 12:00, battle 12:30 server time.
- Matchup lengths unchanged: 1v1/2v2/3v3 = 40 min; 2v1/3v2 = 30 min (×2 defender rewards); 3v1 = 20 min (×3).
- Bank Copper before the Monday/Thursday snapshots — your recorded total sets this week's group.
- Timed wave attacks beat even full 100-squad garrisons; coordinate two waves 30-60 seconds apart.
| Declaration group | Ranked alliances | What changes this week |
|---|---|---|
| Group 1 | No. 1 - 6 | Six-rank brackets replace Week 4's ten-rank groups |
| Group 2 | No. 7 - 12 | Matchups tighten — expect closer power on both sides |
| Group 3 | No. 13 - 18 | Same declaration rules: R4+, one target at a time |
| Group 4 | No. 19 - 24 | Up to three alliances may still pile onto one defender |
| Group 5 | No. 25 - 30 | Roles still alternate each round — attack and defend in the same week |
| Group 6 | No. 31 - 50 (31-100 on larger warzones) | Catch-all group persists through the season |

Part 3: War Skills and the Warlord Mission
Both faction skills remain the centerpiece of every round, and both still launch during the 30-minute preparation phase. The attacking alliance's Warlord fires Atomic Breath — a 35×35 blast that forcibly relocates every base caught in it (without breaking shields), deals 30,000 durability damage to any Alliance Center or warehouse in range, and leaves Contaminated Land for an hour. The launch window is 180 seconds; the Warlord's base is revealed in world chat, and moving it or losing it aborts the shot onto a 72-hour cooldown. The rework is visual too: instead of Season 3's missile launch, the Warlord transforms into a Godzilla-style kaiju and delivers the strike in person, echoing the Ice Godzilla attacks from the zombie invasion event.
The defending alliance's Butler answers with the Tesla Coil: +50,000 durability on any alliance building, 500 damage every 10 seconds across a 21×21 area, lasting up to 300 seconds on a 72-hour cooldown. The Butler stays shielded while operating it, Electricians on the building boost its damage, and the alliance tech adds a further 10%.
The Warlord season mission asks you to fire Atomic Breath at least once during the week's wars — the same counter that read 400 blasts in Week 4. One well-placed shot into the defender's warehouse row satisfies the mission and typically pays for itself in plundered Copper before the Center even falls.
- Attackers: open with Atomic Breath on the warehouse flank, then rally through the gap in two timed waves.
- Defenders: fire the Tesla Coil about five minutes before the battle to evict early settlers; stack Electricians on the coil building.
- Both skills can launch from 12:00 — do not wait for the 12:30 bell.
- The Warlord's 180-second launch window exposes their base — screen it with your alliance or lose the shot for 72 hours.
Part 4: Trade Baron — the 300,000 Tax Push
The Trade Baron chest goal repeats at 300,000 warzone tax revenue, fed by the Tuesday and Friday Trade Post contests at 12:00 server time (one hour each). The Level 3 and Level 4 posts remain the priority targets for weapon shards, Training Certificates, and Overlord materials, and the Level 4 shard pool keeps its five-per-person cap — track claims before the post closes.
Tax revenue doubles as war fuel: every Copper coin your Trade Post Lords collect also raises your alliance's recorded Copper, which decides your declaration group at the Monday and Thursday snapshots. Holding posts through the week is therefore both a mission contribution and bracket positioning.
Keep the Governor based on the Contaminated Land adjacent to your post for restocks, purchase discounts, Golden Egg taxes, and the Magatama Trade Caravan during Blood Night — and if you bought the Trade Discount profession skill, the extra 10% off post purchases stacks on every restock this week.
- Contest posts Tuesday and Friday at 12:00 server; save your strongest marches for Level 3 and 4 posts.
- Tax revenue counts toward the chest goal AND your Copper ranking snapshot — never skip a contest.
- Governor benefits: restocking, discounts, Golden Egg taxes, Blood Night Magatama caravan.
- Level 4 Weapon Shards stay capped at five per person — post a claim sheet in alliance chat.
- The Week 5 shop rotation stocked a purple Tactics Card, blue cards, hero weapon shards, and Overlord training certificates — sweep it before the refresh.
Part 5: Blood Night Stage 3 — Oni Legions and Tenryu's Oni General
Blood Night Descend continues three times daily at 02:30, 10:30, and 18:30 server time, 30 minutes each, inside Stage 3 'Doomsday Crisis: Oni Legions' (running Weeks 3-7). Oni Legion Doom Walkers spawn across the map and prioritize attacking lit bases, monster Virus Resistance sits 500 points higher, and breached bases take an extra 500 Commander Durability Damage from corrosion.
Stage 3 remains the season's best Magatama and Tactics Card window: Tactics Card Pack drop rates rise 30% during descents (up to five cards per day), and the Oni Summon profession skill (Level 80, learnable since Day 15) lures an Oni Legion to your position for five minutes of chained kills. Keep the Lighthouse on Brightness Auto-Adjustment — even Level 1 light makes your base immune to active attacks while full brightness burns 18,000 drain per minute.
If your alliance captured Tenryu Castle last week and its buffs are still locked, Stage 3 is your reminder: city buffs stay sealed until the alliance kills the Oni General that besieges the city during a descent. Rally the General at the next 02:30, 10:30, or 18:30 window — the Level 7 Capitol's buff is the largest single stat swing left on the map.
- Descend times: 02:30, 10:30, 18:30 server — 30 minutes each.
- Oni Summon (L80) chains Legion kills for Magatama and Tactics Card fragments.
- Card drops +30%, capped at 5 per day — run your best farming marches.
- Rally Oni Generals off owned cities — especially Tenryu Castle if its buffs are still locked.
- Brightness Auto-Adjustment on: Level 1 light (5×5 radius) still blocks active attacks — radius climbs 11×11 at L2, 17×17 at L3, and 23× at L4 while drain reaches 18,000/min.
- Stage 4 has not activated as of Week 5 — community guides place the Holy Mountain finale in Week 6 or later, so Stage 3 farming stays the priority.
Part 6: the Summon Mummies Deadline
Week 5 is the free-to-play deadline for the season's decisive profession skill. Summon Mummies unlocks at Profession Level 85 for a single skill point, requires Protector's Field Level 25, and 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 defenders to react — on a 71.5-hour cooldown. Community consensus across every season guide calls it the must-have Copper War skill, and with rounds 3 through 8 still ahead, this is the week to cross the line.
If you are still short of Level 85, the supporting ladder pays off in order: Lightfall (Level 70) keeps a breached base's lighthouse dark for three minutes, Disruption Mine (Level 75) blocks relighting for three minutes from a deployed mine, and Oni Summon (Level 80) doubles as your Blood Night farming engine. Both professions — Engineer and War Leader — share the same seasonal tree, so this is about points, not labels.
Above Level 100, profession EXP converts into core Tactics Card upgrades, so the daily Top Up EXP routine (up to 100,000 EXP from returning electricians) stays worth running every single day through the war weeks.
- F2P target: Summon Mummies unlocked and pointed before round 3 this week.
- One skill point only — spend it the moment Level 85 lands.
- Keep the daily Top Up EXP loop running; EXP past Level 100 upgrades core Tactics Cards.
- Engineer and War Leader share the seasonal tree — choose by alliance role, not by skill access.
- Fixed in the Week 5 changes: the High Spirits node returned to the Lighthouse Brightness tree — the L4 step reads Morale +5, applied game-wide while your base is in the Light state.
| Profession level | Skill | Why it matters in rounds 3-8 |
|---|---|---|
| 70 | Lightfall | Breached bases stay dark for 3 minutes — no light immunity while you siege |
| 75 | Disruption Mine | Blocks relighting for 3 minutes; active for 24h after deployment |
| 80 | Oni Summon | Lures an Oni Legion for 5 minutes — Blood Night Magatama engine |
| 85 | Summon Mummies | 37.5M-power mummy, 10,000 breach damage; needs Protector's Field L25 |

Part 7: the Williams Stockpile — Two Weeks of Discipline
Williams' Exclusive Weapon Battle Pass arrives on Day 4 of Week 6, and Week 5 is the last full week to prepare for it. Every community guide for this stretch gives the same instruction: stop spending. Weapon Shards, Exclusive Weapon shards, hero shards for Williams, and seasonal resources you stockpile now convert directly into day-one weapon levels when the pass opens.
That does not mean going passive. The season's compounding systems — Lighthouse upgrades whenever materials allow, daily missions and Battle Pass objectives before each reset, alliance rallies, and the war rhythm itself — all keep paying while you hoard. The trap to avoid is the mirror image: commanders who read 'preparation week' as a quiet week lose the most ground, because war participation, tax collection, and Blood Night farming are exactly the engines that fund the Williams push.
A practical split that works for most alliances: spend on nothing that does not survive into Week 6 — war consumables, Lighthouse materials, and profession points are all keepers; cosmetic gacha, impulse Trade Post gambles, and anything time-limited that expires unclaimed are not. The two best sinks this week are the Lighthouse, which should climb several levels with the materials you are hoarding, and Protector's Field: with the rest of the season buildings built out, every remaining material moves it further — it raises the protector limit while adding HP, attack, and defense boosts to your teams, and its Level 25 gates Summon Mummies, the exact skill Part 6 targets.
- Save: Weapon Shards, Exclusive Weapon shards, Williams hero shards, seasonal resources.
- Spend freely on: Lighthouse upgrades, Protector's Field, profession points, war-day consumables.
- Protector's Field fine print: the level resets after the season ends — the boosts are seasonal power, so push it while it counts.
- Claim everything daily — Battle Pass and mission rewards expire at the weekly reset.
- Williams' Exclusive Weapon Battle Pass opens Day 4 of Week 6 — be stocked, not caught out.
- Avoid the quiet-week trap: participation is the engine that funds the stockpile.

Final Checklist: the Consolidation-Week Rhythm
Week 5 rewards repetition over novelty. Monday: bank Copper before the snapshot and read your new declaration group. Tuesday: agree targets in leadership chat and contest the first Trade Post. Wednesday: fill every garrison, launch the faction skill in preparation, fight at 12:30, claim before midnight. Thursday through Saturday: the same loop with roles swapped, and Blood Night farming between everything. Every day: Top Up EXP, Lighthouse progress, and one look at the Williams stockpile sheet. One deadline to flag: the Ryōtei Restaurant runs only through Week 7 — saved stages do not need daily play, but clear them before the window closes or they expire.
By Sunday you should have four cleared mission chests, a Summon Mummies button on your bar, a fuller shard inventory than you started with, and a war alliance that has fought in both directions. That is the complete launchpad for Week 6 — Williams' Exclusive Weapon on Day 4, the Faction Duel teaser at the end of the week, and the hardest Copper War brackets of the season right behind them.
- Monday/Thursday: Copper banked before reset; new six-rank group checked.
- Tuesday/Friday: declaration plan agreed; Trade Post contested at 12:00.
- Wednesday/Saturday: garrisons filled by 12:00; faction skill ready; fight at 12:30; rewards claimed before 0:00.
- Daily: Blood Night descents farmed; Top Up EXP run; Lighthouse ticked up.
- By Sunday: Summon Mummies unlocked; Williams stockpile sheet fuller than Week 4's; both war directions rehearsed.
- Ryōtei Restaurant: clear saved stages before Week 7 ends — they expire with the restaurant window.