A reference guide for the Season 2/3 journey — resistance, resources, and the frozen war
The season is one big resource engine: kill for Frost Cores, grow Ice Bloom, raise your Virus Resistance — then kill bigger. Almost everything early flows from that loop.
Level BioLab and Greenhouse as fast as possible. Resistance is what unlocks higher NPCs — and higher NPCs are what pay for everything else.
What to do in the opening days before the rest of the events unlock.
Kill the highest-level Frostbanes and Snow Leopards you can, 30 times a day, to bank Frost Core. Start your Greenhouse and level it quickly with that Frost Core. If you're spending, the $40 Wartime Pass (buy all four at once) adds early resource bonuses. Keep killing and leveling BioLab / Greenhouse until the other events open.
New to Season 2/3: your alliance is grouped with three other servers to form a four-state season group. You can attack cross-state and fight for seasonal objectives all season long.
Determines what level of NPC you can kill. Raised by leveling your BioLab and other buildings — the faster they go up, the more resistance you get, the higher the Frostbane / Snow Leopard you can farm, the more resources you pull.
Ice Bloom and Frost Cores are the two seasonal currencies, and they feed a single cycle. Get it spinning early and everything compounds.
…and the loop repeats — bigger NPCs drop more Frost Cores, which spin the engine faster.
A BioLab at level 26 with Support Mastery gives enough resistance to defeat the highest Frostbanes. Wait until BioLab 28 before switching to Combat — otherwise you lose the resistance buff from Support Mastery.
Only push BioLabs and Greenhouses far enough to reach the max NPC levels — upgrade other buildings once resources are plentiful. If you're spending, buying Wartime Investment ×4 ($40) back-to-back gets your Smart Greenhouse online sooner. The five-step engine, in order:
The resources and terms that run the season.
Your primary early currency, dropped by Frostbanes and Snow Leopards. Levels your Greenhouse to raise Ice Bloom output.
Grown by the Smart Greenhouse. Upgrades your BioLab and Greenhouse — the resource that raises resistance.
Snowflakes drop from NPCs; 100 Snowflakes = 1 Snowball for Snowman Mania. Snowballs also come from tasks and stealing.
Earned by defeating NPCs, capped at 72,200. The higher it is, the more resources you collect every 8 hours.
Upgrade currency. The fastest farm is Elk in Frozen Rescue — 300 each, up to 9,000 a week.
Purchasable ×4 at $9.99 each, claimable back-to-back for a Day-One resource advantage.
The season's NPCs, roughly from smallest to biggest. Rewards scale with level.
Your main Frost Core farm — rally these. Drops Snowflakes, Frost Cores and resources; higher levels give more of everything.
Drains the same daily attempts as Frostbanes but pays half. Only kill these once your Frostbane attempts are done.
Works the same as it did in Season 2 — he just looks way cooler this time around.
Rally with main marches. Gives Snowballs, BP and resources. Twice a day (five times on Sunday). Resistance doesn't matter here — avoid any Yeti already below 100% HP.
Stronger than Yetis with slightly better rewards, plus a state mission that rewards the whole state. Last blow gets the kill reward — start three rallies at once.
Defeat it to own an Ice Pit and start fishing. Roughly a 30-minute alliance fight; the alliance doing the most damage claims the pit.
Don't start killing right after reset if your BioLab finishes upgrading that day — wait, finish the lab, then kill higher NPCs for better rewards. Just make sure you use your max attempts before the next reset.
Snow Leopards drain attempts exactly like Frostbanes but only give half the rewards. Clear all your Frostbane attempts first, then spend leftovers on leopards.
Set Yeti rallies to 10 or even 30 minutes to guarantee your marches fill up — level 200 Yetis hit hard.
If a Yeti targets you, create a rally to attack it and then cancel — this resets its target and sends it elsewhere.
Search for level 180–200 Yetis. Kills are limited daily, so don't waste them on low-level ones.
What runs during the season and when to show up.
Frostbanes go berserk and assault survivors' Headquarters. Be ready to defend when it triggers.
Beat the Tundra Titan to claim a pit, then fish it for Index rewards. Full breakdown below.
Cold Snaps randomly free animals to rescue — 10 rescues a day, each animal a different reward.
Doubles Frost Cores & Ice Bloom from NPCs — but rewards now come from the first 15 kills instead of 30, saving fuel and time.
Build your Snowman with Snowballs — earned from tasks, clearing Snow Leopards, or stolen from other players. Level 20 grants the Zazz Snowman decoration (+3% ATK/DEF); watch for a mid-season reset for extra rewards.
Weekly task tracks (Battle Pass). Most rewards come from just playing; the paid track is $24.99 for better rewards.
The season's signature event — first you fight for the pit, then you fish it.
Contests for Level 1, 2 and 3 pits start Monday, Wednesday and Friday at 11AM APO, each lasting up to an hour — six Level 1s, three Level 2s and one Level 3. The first week is server-only; after that you and your grouped servers can port in to attack the Titan. Whichever alliance does the most damage claims the pit, but any member who lands even one hit gets full rewards. The area around the pit is a red zone (expect to be looted), so use the frozen teleport area nearby if you don't want to sit exposed. During the fight, batch-heal to save speedups and bring War Frenzy, the President buff and Rose ATK/DEF if you can.
Cold Snaps free animals to rescue — scout to unfreeze (co-op scouting is much faster), then hit each up to 10 times. You get 10 rescues a day; share coordinates with your alliance.
Prioritize Elk (badge farm) and Mammoths — 10 Elk a day for three days is 9,000 Badges for the week.
Three new heroes, and the swap mechanic that lets you move progress between them.
One of the three new season heroes. 3rd skill adds +90 troop capacity when deployed.
Season hero. Same skill structure — the 4th skill is where the real synergy lives (below).
Season hero. Level and star these up to unlock their damage-resistance bonuses.
Increases troop capacity by 90 when the hero is deployed.
Deployed with an S2 same-faction hero, grants +7.5% damage resistance (unlocks at level 50 and 4+ stars). At 5-Star it extends to all unit types and adds another 7.5% troop capacity.
Hero Swap moves levels and skill levels between two heroes (needs a Level Swapper token). It does not swap stars upgraded with frags, and it won't auto-unlock a locked skill level — so upgrade the star progression first to get the maximum skill-book benefit. You can swap across tiers (e.g. A-rank with S-rank), but then only the Level transfers. If the hero being swapped has a higher skill level, the new hero maxes at its possible level and the excess books are refunded.
If you don't star up and then swap a hero, the skill books get refunded. You have to spend the frags anyway — so star up, apply the skill books on hero days for AvA points, and keep the refund value.
Personal Glory Points come from defeating NPCs on the map and are capped at 72,200 — push this as high as you can, because it raises the resources you collect every 8 hours. Alliance Season Points are Personal Glory plus points earned in Glory Wars, and the Glory Chest pays out roughly every 8 hours (doubled if you subscribe through the Season Journey).
Reset into Support Mastery early for the resistance buff, then pivot to Military once your lab is high enough.
Reset and run Support Mastery at the start of the season until your BioLab is Level 28, then switch to Military Mastery.
Open with Architect's Insight and Ice Bloom, skip Free Construction (take Siege Expert only if you need extra EXP), then save XP toward the Support tier. Recommended pickup order: