Lordrush Empire of Power (EvE) Guide: Prep & Battle

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Quick answer: Empire of Power—usually called Empire vs Empire (EvE)—is Lordrush's cross-server event. Win the five-day Preparation Phase to gain the Empire Bonus and force the Cross-Empire Castle Battle into the opposing Empire. Then control the King's Castle, keep the four Turrets out of enemy hands, heal constantly, and use Field Triage after the battle to recover incapacitated soldiers.

Empire of Power, shortened to EvE for Empire vs Empire, is the first event where almost every serious decision affects the whole Empire. Hall of Governors rewards your own stockpile. Bear Hunt rewards alliance coordination. EvE combines both: five days of account progression decide where the final battle happens and which side receives the better battle-day buffs.

Lordrush's launch Empires are still early in their first cycle, so nobody should copy a late-game event plan blindly. The event's point pool expands as an Empire ages. This guide covers the event flow, battle rules, rewards, and recovery. Use the Empire of Power Prep Guide for the day-by-day saving plan.

Empire of Power (EvE) at a Glance

The Event Flow

Matchmaking: Two days to pair your Empire with an opponent.

Preparation: Five daily scoring phases using construction, heroes, troops, gear, gathering, and other progression systems.

Battle: A 12-hour Cross-Empire window that includes the fight for the King's Castle and four Turrets.

Field Triage: Post-battle recovery for soldiers incapacitated during the Battle Phase.

The event page is the final authority for your exact UTC schedule. Lordrush supports several Castle Battle start slots, so do not assume another Empire's battle time is yours.

Why Winning Preparation Matters

The Empire with more total Preparation Phase points receives the Empire Bonus. That bonus includes faster healing and more Enlistment Office capacity for the Battle Phase.

The Cross-Empire Castle Battle also takes place in the losing Empire. In practice, that means the prep winner attacks while its own King's Castle is safe. Winning prep does not hand you the final victory, but it gives your Empire the cleaner position.

This is why random spending hurts more here than in a normal leaderboard event. A Legendary Hero Shard, Hero Roulette spin, gear upgrade, or day of speedups used one week too early cannot help your Empire during prep.

EvE Rewards

Rewards come from several layers:

  • Personal point chests during each Preparation phase.
  • Alliance point chests and phase rankings.
  • Personal, Alliance, and Empire rankings.
  • Empire Medals for reaching the highest personal chest tier in eligible phases.
  • Battle participation, occupation, and combat points.
  • Winner rewards and access to exclusive Empire of Power Shop items.
  • Empire Coins used in the Empire of Power Shop.

Claim phase chests manually before their timers expire. Alliance rewards also depend on remaining in the eligible Alliance through the relevant tally, so leaving at the wrong time can cost you rewards.

Empire Medals

An Empire Medal is awarded when you unlock the highest personal point chest for an eligible Preparation or Battle phase. Medal rewards build across multiple thresholds, so the practical rule is simple: check the last chest target each day before you decide how much to spend.

Do not use a fixed 200,000-point rule. Lordrush scales the final chest by Town Center bracket and phase. The prep guide has the current first-cycle target table.

Before the Battle Starts

Preparation is about resources. Battle day is about organization.

  • Empty your Infirmary before the cross-Empire window.
  • Keep healing speedups for emergencies.
  • Put vulnerable resources back into protected backpack items whenever possible.
  • Save enough Advanced Teleporters and Gems to follow Alliance calls.
  • Confirm your Alliance's rally leaders, garrison leaders, and Turret assignments.
  • Build march presets before fighting starts.
  • Know the exact UTC window from your event screen.

The resource protection guide is worth reading before cross-Empire teleporting. Open city resources can be plundered; unopened backpack resources cannot.

Cross-Empire Battle Rules

During the Battle Phase, Lords can travel between the two matched Empires. A few rules matter more than everything else.

The three-level target rule

Combat points from city fighting require an opposing Lord whose Town Center differs from yours by no more than three levels. A TC27 account can score against TC24 through TC30 targets.

For rallies, the Rally Captain's Town Center level is used. For reinforcements, the reinforced Lord's Town Center level is used. Hitting an invalid target may still cost troops without giving the event points you expected.

Alliance buildings are protected

Neither Empire can attack the other Empire's Alliance buildings during the Cross-Empire Castle Battle. The real objectives are the King's Castle, Turrets, valid enemy cities, and point-producing fights.

Preparation winner attacks

The Empire that wins prep travels to the defeated Empire for the King's Castle fight. If the attackers win, the winning Alliance can appoint a High King who rules both Empires. If the defenders hold, each Empire keeps its own ruler.

How to Fight for the King's Castle

The King's Castle decides the overall winner. Follow the live occupation timer and your leadership's calls; the event page shows the active control requirement for your battle.

Strong Empires usually divide the work:

RoleMain job
Rally leadersLaunch timed attacks with the strongest combat stats and rally capacity.
Garrison leadersHold the King's Castle or assigned Turret with the best defensive setup.
Rally joinersFill quickly with the requested Infantry, Archer, and Lancer split.
Field fightersReinforce, clear enemy marches, protect rally leaders, and pressure valid city targets.
Support accountsBatch heal, send reinforcements, fill rallies, and keep marches moving.

Do not improvise troop ratios after the rally has launched. Use the formation requested by the rally or garrison leader, even if your personal preset is different.

Turrets Matter More Than They Look

The four Turrets are not side objectives. They increase the Lethality of your Empire's squads fighting inside the King's Castle:

Turrets controlledSoldier Lethality bonus
1+8%
2+12%
3+15%
4+20%

Turrets also stop firing on the King's Castle when the Turrets and Castle are controlled by Alliances from the same Empire. Losing all four means giving the opponent the full Lethality bonus while making the Castle hold harder.

Assign Turret teams before the battle. Waiting until all four are red is too late.

Healing Without Destroying Your Account

Your Infirmary is the real battle timer. Once it fills, additional casualties can become permanent losses or reserves that require long recovery.

Batch heal whenever Alliance help is active:

  1. Heal a small batch with a short timer.
  2. Request Alliance help.
  3. Start the next batch as soon as the first clears.
  4. Use healing speedups only when the Infirmary is close to overflowing or the fight cannot wait.

The exact batch size depends on your Embassy, Alliance activity, and healing speed. Thirty-minute batches are a reasonable starting point, not a rule.

Do not keep fighting with a full Infirmary. A lost rally is recoverable; thousands of preventable permanent casualties are not.

Field Triage and Soldier Recovery

Field Triage recovers soldiers incapacitated during the Empire of Power Battle Phase, excluding soldiers handled by the Enlistment Office.

The recovery rules are unusually generous if your Alliance coordinates them:

  • Base rescue rate: 30%.
  • Maximum rescue rate from the normal rescue system: 90%.
  • Each Lord receives 20 Rescue Orders to give to Alliance members.
  • Each Rescue Order adds 1% to the recipient's rescue rate.
  • One Lord can receive help up to 50 times.
  • Medical Satchels add 1% each, up to 10% purchased with Gems.

Send your Rescue Orders. They do nothing sitting in your inventory. Alliance leaders should prioritize members with the largest recoverable losses, then spread remaining orders so nobody with meaningful casualties is ignored.

The Enlistment Office is separate. It recruits reserves after injured soldiers exceed Infirmary capacity, and Loyalty is used to bring those reserves back. Clearing injured soldiers and completing normal activity helps Loyalty recover faster.

What the High King Controls

If the attackers win, the Alliance controlling the King's Castle can appoint a High King over both Empires. The High King can appoint officials, grant rewards, use authority powers, change the shared banner, and influence both Empires until the next political cycle.

The winning Alliance has 10 hours to crown a member. If nobody is selected, the Alliance Leader is crowned automatically.

This political control is why repeated losses hurt beyond the reward screen. Titles and public rewards can strengthen cooperative players or become a source of conflict. A well-run Empire plans diplomacy before battle day, not after someone wins the crown.

Best Contribution by Account Type

F2P and low power: Hit realistic prep chests, gather when it scores, join rallies with the requested formation, batch heal, and distribute every Rescue Order.

Mid-power active player: Keep multiple usable marches, reinforce assigned objectives, help with Turrets, and stay online during the Castle window.

Rally leader: Invest in one excellent rally march, communicate timers clearly, and avoid launching weak rallies that drain joiners from the main attack.

Garrison leader: Prioritize troop depth, survivability, Infirmary space, and clean reinforcement rotation. A strong first hold means little if the garrison cannot be refilled.

Common Empire of Power Mistakes

  • Spending Legendary Hero Shards, Hero Roulette spins, or major speedups before prep begins.
  • Assuming every final chest requires 200,000 points.
  • Teleporting without protecting open resources.
  • Fighting opponents outside the three-level Town Center range.
  • Ignoring Turrets and giving the enemy up to +20% Lethality in the Castle.
  • Filling the Infirmary and continuing to fight.
  • Opening too many rallies and starving the main rally leaders of joiners.
  • Forgetting to claim phase rewards manually.
  • Leaving the Alliance before rewards are tallied.
  • Failing to use Rescue Orders during Field Triage.

FAQ