Alliance Duel gets expensive when you treat every day as a separate event. A building finishes, so you tap it. Hero Shards are available, so you use them. A Raven Gear Chest drops, so you open it. None of those actions are wrong on their own, but doing them a few hours before the day that rewards them is one of the easiest ways to lose points without actually saving any resources.
For F2P and low-spending accounts, the better approach is not to hoard everything until your progression stops. Save the actions that can wait cheaply, line them up with the correct Alliance Duel phase, and look for overlaps with Survival Battle before spending large stacks. You will still build the same city, research the same tech and upgrade the same heroes; you are just getting more rewards from work you were going to do anyway.
The point values in this guide are base values. Alliance Duel research can multiply several categories, so the number shown on your account may be much higher. A UR Caravan, for example, has a 100,000 base value, while an actual developed account can show several hundred thousand points for the same dispatch. Do not assume somebody else's screenshot is the universal value.
Last Asylum: Plague Alliance Duel Schedule
| Day | Phase | Resources Worth Holding |
|---|---|---|
| Day 1 | Raven | Raven Essence, Falcon Quests, Stamina, gathering returns |
| Day 2 | Territory Development | Finished buildings, Construction Speedups, UR Caravans, UR Covert Operations, Survivor Recruitment |
| Day 3 | Tech Research | Finished research, Research Speedups, Study Scrolls, Raven Gear Chests, Falcon Quests |
| Day 4 | Hero Growth | Hero Shards, Hero Recruitment, Skill Badges, Antitoxin |
| Day 5 | War Preparation | Training Boosts, troop promotion, Falcon Quests, construction and research progress |
| Day 6 | Raid / Full Development II on some young servers | Reserved speedups, Caravans, Covert Operations, hero resources, Healing Speedups |

Alliance Duel normally runs Monday through Saturday, with Sunday off. Young servers are the exception worth remembering: early Alliance Duels can use Full Development II on Day 6 instead of Raid, and community reports place the normal Raid setup after the early same-server period. Check the live phase before planning Saturday around PvP.
Before Day 1: Do the Boring Preparation on Sunday
Sunday is mostly about looking at timers before you touch them. If a useful building is going to finish close to Day 2, there is little reason to spend hours of Construction Speedups just to claim it early. The same goes for long research heading into Day 3. Let real time remove as much of the timer as possible, then use speedups on the remainder when the action actually scores.
Falcon Quests are worth preparing because they score on Days 1, 3 and 5. Players commonly keep completed quests unclaimed for the next scoring window, while watching the refresh so they do not throw away quests trying to be too clever. Gathering can also be set up before Monday reset; points are credited when the march returns, so sending long gathering marches beforehand gives Day 1 some free opening score.
This is also when I would look at the backpack and decide which day is actually strong this week. If you have almost no Hero Shards, Thursday does not need to become your personal leaderboard day. Alliance Duel gets much easier once you stop expecting the same account to push equally hard in all six phases.
Day 1 Raven: Save the Essence, Not Every Last Antitoxin
Day 1 has several easy sources of points. A Falcon Quest gives 10,000 base points, Raven Essence gives 2,500 each, and Stamina gives 150 per point spent. Gathering adds smaller background score, while Raven Fruit gives only 3 points each, so Fruit needs volume before it starts moving the bar in a meaningful way.
Raven Essence is the item I would make a habit of saving. Its point density is much better than Raven Fruit, and using it on Monday also advances Raven progression you presumably wanted anyway. Stamina is similarly painless because you can turn normal PvE activity into Duel points rather than inventing a separate resource dump.
Antitoxin technically scores on Day 1, but at only 1 point per 660 used before research multipliers, this is not where I would clear the stockpile. Use it if it gets you over a worthwhile milestone or if delaying a hero level is hurting actual progression. Otherwise, Day 4 gives you a much better reason to group hero resources together.
Day 2 Territory Development: Check the UR Options Before Starting Another Building

Construction is only part of Day 2. One minute of Construction Speedup gives 50 base points and one point of Building Might gives 10, while a UR Caravan is worth 100,000 and a UR Covert Operation 75,000 before Alliance Duel research. Survivor Recruitment adds 1,500 per recruit.
This matters when resources are already getting thin. In an actual F2P Day 2 run, the player stopped treating another building upgrade as the only way forward and focused on UR Caravan and Covert Operation once building resources were no longer comfortable. His account showed roughly 300,000 points for the UR action because his Alliance Duel research had already increased the payout. The useful part is not the 300,000 number; it is the decision to check high-value dispatches before sacrificing another chunk of construction resources.
So if the next chest is 100,000 or 200,000 points away, open the Caravan and Covert Operation screens first. Refreshing for the exact reward you want is a different decision, but for Alliance Duel scoring the UR rarity itself is what matters. A high-research account can close a surprisingly large gap here without touching another long building timer.
Leave the Hammer Alone When a Building Can Wait
Players repeatedly use the same Day 2 trick: start construction in advance, let it finish, and do not tap the completion hammer until Territory Development begins. Current player testing agrees that building points register when the completion action is claimed rather than when the timer quietly reaches zero.
This is useful because there is no extra resource cost. The building was already finished. You are just moving the claim into the scoring window. I would not hold a building that blocks Sanctuary progression or another important unlock for days, but holding a hammer overnight is a very different thing.
Day 3 Tech Research: Start the Research Before Wednesday

Research Day follows the same timer logic. Research Speedups give 50 base points per minute, Study Scrolls give 300 each, and Tech Might gives another 10 per point. If you begin a twenty-hour project after Day 3 opens, you either wait through most of the day or pay for almost the whole timer yourself.
Start useful long research on Day 2, let normal time work, then finish or claim it after the Tech phase opens. Players use the same completion-button approach here as they do with buildings: a finished research task can be left ready to claim if there is no reason to collect it early.
Raven Gear Chests Belong Here
Raven Gear Chests are one of the few resources where waiting for the correct day is almost effortless. The current Day 3 values are 1,100 points for Level 1, 3,300 for Level 2, 10,000 for Level 3, 30,000 for Level 4 and 90,000 for Level 5. Levels 6 and 7 jump to 270,000 and 810,000, although most normal accounts are going to see the lower levels far more often.
Opening a Level 1 or 2 chest early is not some account-destroying mistake. It is simply unnecessary most of the time. If Wednesday is close and you do not need the gear immediately, leave the chest alone.
Alliance Duel Research Is Not Optional Long-Term Progress
The entire Alliance Duel research branch costs 54,110 Study Scrolls and mostly improves event scoring rather than combat stats. That sounds secondary until you notice how many weekly actions it touches: Falcon Quests, recruitment, survivor recruitment, training, buildings and Covert Operations all have dedicated point bonuses. Super Rewards unlocks reward tiers 4–6 for 100 Study Scrolls, while Top Rewards opens tiers 7–9 for another 450.
The Day 2 player video is a good example of what that investment eventually looks like. The underlying UR action had not suddenly changed to a 300,000 base reward; the account had simply reached the point where event research made the same action much more valuable. If Alliance Duel is going to stay in your weekly routine, neglecting the research means paying more resources for the same milestones later.
Day 4 Hero Growth: Check Survival Battle Before You Start Spending
Thursday is where saved resources disappear fast. One UR Hero Shard or Hero Awaken Shard gives 10,000 base points, an SSR Hero Shard gives 3,500, an SR Shard gives 1,000, and each Hero Recruitment gives 1,500. Skill Badges and Antitoxin score as well, so a player who has been holding hero upgrades all week can move through milestones very quickly.
The better trick is to look outside Alliance Duel before you start. Open Special Events > Survival Battle > Calendar and check whether the Enhanced Heroes window overlaps your Hero Day spending. A Day 4 player demonstration specifically waits for that overlap before pushing hero levels, skills and stars, because the same stockpile can then contribute to both event tracks.
That is much more useful than treating “Day 4 has opened” as the signal to press every upgrade button. If Enhanced Heroes is several hours away, and your upgrade can wait those several hours, wait. The resources are the same; the return is better.
Do Not Copy the “Spend Everything” Part Blindly
The same Day 4 run pushes hard toward the full daily reward, including the upper reward tiers. That makes sense for an account deliberately chasing every milestone, but it is not automatically the right F2P rule. After your planned main-team upgrades are done, the next question is not “who else can take a shard?” It is whether the next reward is worth putting scarce materials into a hero you barely use.
I would spend heavily on heroes already in the development plan and become much stricter afterward. An Alliance Duel chest disappears into inventory; a badly placed UR Shard stays spent. New accounts are another exception: if holding every recruitment ticket is preventing you from building a functional first squad, progress the account first and optimize future weeks once Alliance Duel becomes a regular event.
Day 5 War Preparation: The Old Troop-Collection Trick Is Now Questionable
Day 5 rewards Falcon Quests, construction, research and troop development. Construction, Research and Training speedups each give 50 base points per minute. Soldier training scales by tier, from 20 base points for a Level 1 soldier up to 110 for Level 10.
Promotion is the practical part. Recent players recommend keeping lower-level troops around and promoting them during War Preparation instead of building every high-tier soldier from zero on Friday. An August discussion from players doing this in practice also pairs the session with the Ministry of War and the Survival Battle troop-training window, then uses Training Boosts while both events are paying for the same work.
There is, however, one old Alliance Duel tip I would no longer present as a fact. Older guides say to train troops beforehand and leave them completed until Day 5, because the points supposedly register when you collect them. A September 3 player correction says the current game counts troop points when training starts, not when the completed soldiers are collected.
Until that is consistently verified across current servers, test it with a small batch when Day 5 opens. Watch the Alliance Duel counter when you press Train, then again when the troops finish. Do that before building a huge pre-trained queue around an old guide. Buildings and research have much stronger community agreement around the claim button; troop training now has conflicting information.
Stack Survival Battle When the Timing Lines Up
War Preparation is one of the best days to check the Survival Battle calendar. If Train Soldier overlaps, use the Ministry of War or any training-speed/capacity benefits available to your account before starting the large batches, then spend Training Boosts. Players doing this are getting Alliance Duel score, Survival Battle progress and actual troop growth from the same session.
You do not have to manufacture the overlap at the expense of the account. If your army urgently needs troops earlier, train them. But when the two windows are already close, using a large speedup stack outside both is hard to justify.
Day 6 Raid: Matched Kills Are Worth Five Times More
Once the normal Raid phase is unlocked, Saturday changes from resource planning to target discipline. Development actions still score: a UR Caravan is 100,000 base points, a UR Covert Operation 75,000, and Construction, Research, Training and Healing speedups each give 50 per minute. Day 6 also accepts Hero Shards, recruitment, Raven Essence and several other resources again, which makes it a useful fallback for items you deliberately did not spend earlier.
For combat, the matched alliance is the important target. A Level 10 soldier defeated from the specific Alliance Duel opponent gives 55 base points, compared with 11 for an ordinary Level 10 defeat elsewhere. The same five-times relationship runs through the lower troop levels. If you are fighting for Duel score, random PvP is a poor substitute for attacking the actual opponent.
Do not confuse “losses also give points” with “losing troops is good.” Hospital pressure, recovery time and resource loss still matter. Pick targets you can trade into, stop repeating obviously bad attacks, and coordinate with the alliance rather than treating Saturday as free-for-all PvP.
If the matchup is hopeless for your account, shield. A weak city left open against a much stronger opponent is simply a repeatable point source. Sometimes denying the other alliance an easy target is more useful than forcing yourself into the battle.
What to Save for Each Alliance Duel Day
| Resource / Action | Best Day | What I Would Do |
|---|---|---|
| Raven Essence | Day 1 | Save through the week unless Raven progression is urgently needed |
| Falcon Quests | Days 1, 3, 5 | Hold completed quests when the timer safely allows it |
| Gathering | Day 1 | Send long marches before reset so they return after the phase begins |
| Finished Buildings | Day 2 | Leave the completion hammer untouched if the upgrade can wait |
| UR Caravan | Days 2 or 6 | Check this before spending more Construction Speedups |
| UR Covert Operation | Days 2 or 6 | Use as a high-value point source when available |
| Research Completion | Day 3 | Start long research on Day 2 and finish or claim it on Day 3 |
| Study Scrolls | Day 3 | Spend while advancing useful Alliance Duel research |
| Raven Gear Chests | Day 3 | Keep them closed during the rest of the week unless the gear is needed now |
| Hero Shards | Day 4 | Use on planned heroes and check for Enhanced Heroes in Survival Battle first |
| Hero Recruitment | Day 4 | Save non-urgent pulls once the account already has a functional team |
| Antitoxin | Usually Day 4 | Do not burn it on Day 1 for tiny point returns unless a milestone justifies it |
| Training Boosts | Day 5 | Combine troop promotion with Survival Battle Train Soldier when possible |
| Healing Speedups | Day 6 | Use during Raid recovery, not as an excuse to take bad fights |
Which Alliance Duel Days Should F2P Players Push?
There is no fixed answer because your inventory changes every week. If you have been sitting on Hero Shards and recruitment tickets, Day 4 is naturally efficient. If several useful research projects and Raven Gear Chests are ready, Day 3 may be much cheaper. A stockpile of low-tier soldiers and Training Boosts points toward Day 5.
I would judge a push day by account value per resource spent, not by which day other alliance members score the most. Burning Construction Speedups on Friday because your troop inventory is weak does not make Friday a good day; it just moves the cost to another resource category. Let stronger members carry phases where their accounts are better prepared and save your own stack for a phase that fits it.
The same applies to daily rankings. Decide which reward tier is worth reaching before the expensive part starts. Once the useful milestone is secured, another pile of UR Shards or a day's worth of speedups should need a better reason than “I might move up three places.”
The Weekly Rule That Actually Works
Before spending anything expensive, look at the next Alliance Duel phase and the Survival Battle calendar. That one check catches most of the waste: buildings claimed the night before Construction Day, research finished before Tech Day, hero resources spent a few hours before Enhanced Heroes, or a huge troop session that misses both War Preparation and Train Soldier.
There will be exceptions. If a Sanctuary upgrade unlocks something important, claim it. If your main hero needs the upgrade now to clear content, use the materials. Alliance Duel should make normal progression more efficient, not turn every useful item into something you are afraid to touch.
If the week ends with better heroes, useful research, stronger troops and most of those upgrades also paid Alliance Duel rewards, the timing worked. You do not need an empty backpack to prove it.
