MXZ DRAGON ARENA · R4 REGISTRATION
Register cleanly. Enter ready. Control the route.
Registration, member entry, time slots, opening movement, Strongholds, Caravans, scoring, special rules and post-battle recovery.
R4 registers the guild
The guild needs at least 30 members with Castle 17+. Registration opens for 24 hours. An R4 or R5 chooses one of eight time slots and can change it before registration closes.
Lock member eligibility
A player represents the guild they belong to when registration begins. Changing guild after that prevents participation for that round.
Publish the final slot
Post the assigned time, rally leads, fort teams and voice-channel plan. Do not treat the requested slot as final until the assignment mail arrives.
BATTLE SLOT REFERENCE
Slots are measured from package reset
Guilds are matched using the official assigned slot and their Cups. The guild may be moved from its preferred slot, so the assignment mail is the final time. From matching until the event ends, the guild cannot be disbanded.
BEFORE ENTERING
Dragon Arena entry requirements
- Castle level 17 or higher
- No wounded troops in the Infirmary
- No damaged traps
- Castle wall at full HP
- No active Battle Fury
- All troops and leaders inside the Turf
- Still in the registered guild
- Enter only once with the intended account
This is a reference list, not an interactive form. Troops in the Sanctuary do not block entry.
OPENING CLOCK
The first ten minutes
Players cannot relocate, attack or be attacked. They may join rallies and send reinforcements from the protected area.
Leave the protected area; it cannot be re-entered. Outposts and Transporters become the first available objectives.
The remaining strongholds become available. A guild must hold a stronghold continuously for three minutes to occupy it.
Caravans travel through two or three strongholds toward the Dragon Altar. Protect the path, time rallies and deny the opponent’s route.
MAP VALUE
Stronghold score and purpose
| Stronghold | First occupation Guild / Solo | Holding score Guild / Solo | Battle value |
|---|---|---|---|
| Citadel | 6,000 / 1,800 | 1,200 / 360 per min | Final Caravan destination and highest-value Stronghold |
| Hot Springs | 3,000 / 1,500 | 600 / 300 per min | +50% healing speed to the guild; multiple bonuses stack |
| Ancient Remains | 3,000 / 1,500 | 600 / 300 per min | +50% Army ATK to the guild; multiple bonuses stack |
| Transporter | 1,200 / 1,200 | 240 / 240 per min | 5 transports on first occupation, then 1 more each minute |
| Outpost | 1,200 / 1,200 | 240 / 240 per min | Early route control and steady points |
MXZ BATTLE WORKFLOW
Turn the map into clear assignments
Calls route priority, switches and rally timing. One voice should own the final movement call.
Hold saved battalions, set short rallies and announce troop type, formation and target.
Reinforce assigned Strongholds, watch occupation timers and do not abandon a Caravan route early.
Use transports for decisive switches, not random chasing. Reinforce where a three-minute occupation can be completed or denied.
- Opening: split assignments before the five-minute protection ends.
- First objectives: secure useful Outposts/Transporters without overcommitting every lead.
- Full opening: prioritize Ancient Remains, Hot Springs and the Caravan route when all Strongholds unlock.
- Caravan pressure: attack the next scoring Stronghold before the Caravan arrives; do not react after it has already passed.
- Final minutes: compare the score gap with remaining Caravan and holding value before making the last switch.
ARENA-SPECIFIC RULES
What changes inside the event
- No resources are lost. The Infirmary has unlimited capacity, and healing or trap repair uses speed-ups but no resources.
- Players receive Dragonwing Boots, which reduce squad travel time by 50% and disappear after leaving.
- Shields cannot be activated inside the Arena. The time remaining on the previous shield is restored after leaving.
- The first transport is free. Transport limits are shared by the guild and can be increased by holding Transporters.
- Rallies can be set to 1, 2, 3 or 5 minutes. Captured leaders are held for at most five minutes.
- Kills and Might changes do not add to the normal profile or Guild Fest statistics.
- Guild members cannot send resources to each other. Attacks give no resources, Player EXP or Hero EXP, and upkeep is not consumed.
- The troop-killing talents of Blackwing, Bon Appeti, Frostwing, Gargantua, Huey Hops and Queen Bee cannot be used. Jade Wyrm is Pact 5 but belongs to the defensive counter category.
LEAVING AND RECOVERY
What happens when a player exits
- A player may leave early but cannot re-enter that Dragon Arena round.
- Earned points remain after leaving.
- Troops are instantly healed when leaving, and eligible damaged traps are repaired without resources.
- All Strongholds enter protection when the event ends; traveling Caravans vanish and all troops return.
- Post-battle statistics show Caravan points, Stronghold points, eliminated troops, healed troops, transports used and total participants.