Quick answer: EvE prep rewards planned spending. Save Legendary Hero Shards, Hero Roulette spins, speedups, Governor Gear Charms, Forgehammers, Widgets, pet refinement items, and major troop training for their matching day. Check the live task list before spending because the point pool expands as an Empire ages.
Empire of Power—usually called Empire vs Empire (EvE)—is won before the event starts. The five prep days simply reveal which Empires saved with a plan and which ones emptied their stockpiles during ordinary events.
Lordrush is still in its first server cycle. This guide therefore prioritizes the early-Empire task rotation and clearly separates later unlocks such as Truegold Dust, T11 troops, Tempered Truegold, and Mithril. For battle rules, Turret bonuses, and Field Triage, use the full Empire of Power guide.
The Two Prep Goals
- Reach the highest personal chest you can afford on each phase.
- Help your Empire finish with more total points than its opponent.
The first goal gives personal rewards and Empire Medals. The second gives your entire Empire the Empire Bonus and makes your side the attacker in the Cross-Empire Castle Battle.
Do not bankrupt your account for a chest with weak rewards. Check what the next chest gives, calculate the remaining points, and stop when the trade is bad.
First-Cycle Final Chest Targets
The final personal chest is not always 200,000 points. It changes by prep phase and Town Center bracket.
| Prep phase | Below TC22 | TC22-25 | TC26-29 | TC30+ |
|---|---|---|---|---|
| Day 1 | 160,000 | 190,000 | 250,000 | 333,000 |
| Day 2 | 195,000 | 233,000 | 273,000 | 312,000 |
| Day 3 | 159,000 | 217,000 | 275,000 | 362,000 |
| Day 4 | 170,000 | 190,000 | 200,000 | 250,000 |
| Day 5 | 100,000 | 120,000 | 140,000 | 289,000 |
These are the current early-Empire targets. Always use the number shown on your live event page if it differs; event pools and reward brackets can change as an Empire ages.
What to Save Before EvE
Save now:
- Construction, Research, and Training Speedups
- Legendary, Epic, and Rare Hero Shards
- Hero Roulette spins and enough Gems for planned milestones
- Governor Gear Charms
- Hero Gear Forgehammers and Widgets
- Pet Advancement and Taming Marks once pets unlock
- Troop promotions and large training queues
- Truegold once TC30 progression opens
Prepare before Day 1:
- Finish low-value upgrades that would block important queues
- Keep enough resources protected in backpack items
- Ask leadership which days your Empire plans to push hardest
- Keep the Infirmary empty before the Battle Phase
The speedups guide explains how to pre-position long construction, research, and troop queues without wasting inventory.
Quick Item Timing
| Item or action | Scoring days |
|---|---|
| Construction, Research, and Training Speedups | Days 1, 2, and 5 |
| Hero Roulette and Hero Shards | Days 2 and 3 |
| Governor Gear Charms | Days 1, 3, and 4 |
| Troop training and promotion | Day 4 |
| Forgehammers and Widgets | Days 2, 4, and 5 |
| Pet Advancement and Taming Marks | Day 3 |
| Truegold | Days 1, 2, and 5 |
| Mithril | Days 2, 4, and 5 |
This table is a planning tool, not permission to spend without looking. Open the live phase task list first. If your item is not listed, save it.
Day 1: City Construction
Day 1 is usually the easiest day to waste resources because everyone is excited to start. Slow down and use the items that actually belong here.
These are all of the configured Day 1 point sources. The final two rows do not enter the pool until the listed server age.
Activate any construction, research, training, pet, title, or office buffs your Empire coordinates before you begin. Buffing after the upgrade finishes does nothing.
For most players, planned queue completions should come before dumping thousands of speedup minutes. Stop at the chest you meant to reach.
Day 2: Hero Development
Day 2 is the main hero stockpile day, but it also scores speedups, Hero Gear materials, Truegold, and Mithril.
General Hero Shards may be excluded; use the exact shard type named in the event task. This is a bad place to guess.
Hero Roulette is the cleanest Day 2 push for players who already planned to build the featured hero. Do not spend Gems on spins solely for Empire points if the hero is a poor fit for your account. The gem spending guide explains why planned Roulette milestones matter more than random single spins.
Mithril is technically part of the Day 2 pool from the first cycle, but almost no new account will have it. Ignore that row until your Hero Gear progression actually reaches Mithril.
Day 3: Basic Skills Up
Day 3 combines pets, Governor Gear Charms, Hero Roulette, and Hero Shards. Troop training does not score on this day in the configured Lordrush rotation.
Advanced Taming Marks are the standout at 15,000 points each. For a newer or F2P account, Day 3 should still be a saved-shard day unless you naturally accumulated pet materials after the Beast Cage opened. Do not buy pet progress solely to finish a chest with weak rewards.
Day 4: Combat Training
Day 4 is where troop preparation and gear materials matter.
Day 4 has the longest point table because every troop tier has its own value.
Widgets are worth 8,000 points each and Forgehammers are worth 4,000 points each. Do not burn Widgets on a hero you do not plan to use just to move the scoreboard.
For troops, promote low-tier soldiers when the game awards the difference between the old and new tier. That gives you useful troops without leaving piles of weak units behind. Pre-fill all three troop camps before reset, then collect and continue training during the phase.
Mithril is worth 40,000 points per use, but it is not a realistic first-cycle resource for most Lordrush players. Ignore late-game spike items you do not have and win your own bracket with saved training and gear materials.
Day 5: Basic Skills Up
Day 5 returns to Hero Gear materials, Truegold, Mithril, and all three standard speedup types. Pet items, Hero Shards, gathering, and Governor Gear score do not appear in the configured Day 5 pool.
Because the first-cycle final chest is lower on Day 5 for accounts below TC30, many players can finish it without touching their rarest materials. Check your target first. A TC26-29 account currently needs 140,000 points for the final Day 5 chest, not 200,000.
Use the least painful path to the chest. Already-planned Truegold upgrades and speedups should come before scarce Widgets or Mithril.
Later-Empire Tasks
The event expands with server age. These systems should not shape a first-cycle plan, but they are worth recognizing:
| Later unlock | Typical point value | When it becomes relevant |
|---|---|---|
| Truegold Dust | 1,000 each | War Academy-era research |
| T11 troop | 49 per troop in the eligible pool | War Academy and T11 progression |
| Tempered Truegold | 30,000 each | Later Truegold progression |
| Mithril | 40,000 each | Advanced Hero Gear progression |
Do not call an event day "bad" because a much older account could score with systems your Empire has not unlocked. Lordrush's first cycles are decided by early-game resources, participation, and whether players saved them.
30-Day Preparation Plan
| Timing | Focus | What to do |
|---|---|---|
| 30-21 days out | Stop leakage | Quit spending Legendary shards, Widgets, Charms, and large speedup stacks without an event reason. |
| 20-11 days out | Build normally | Keep queues active, train troops, gather, and progress without opening every saved item. |
| 10-4 days out | Stockpile | Save Roulette Gems, speedups, hero shards, pet items, and gear materials. |
| 3-1 days out | Set up | Pre-position queues, protect resources, confirm Alliance plans, and prepare battle presets. |
Targeted saving beats total paralysis. If refusing every upgrade prevents a new troop tier, an extra march, or an important Town Center milestone, the account may lose more than the event stockpile gains.
F2P Prep Strategy
F2P players should not try to win every daily ranking.
- Choose realistic final chest targets before spending.
- Save Hero Roulette Gems for a hero you actually want.
- Use lower-rarity shards before touching scarce Legendary shards when both score.
- Promote troops instead of creating unnecessary low-tier troops.
- Stop once the planned chest is secured.
An F2P account that hits several sensible chests and still has resources for the next cycle is healthier than one that empties everything for a single ranking.
Common Prep Mistakes
- Treating 200,000 points as the universal final chest target.
- Spending before checking the live task list.
- Using Legendary Hero Shards outside Hero-scoring phases.
- Activating buffs after completing upgrades.
- Collecting long troop queues just before the training phase starts.
- Spending Widgets on heroes you do not plan to build.
- Chasing Mithril or T11 advice on a first-cycle account.
- Emptying the entire stockpile on Day 1.
- Forgetting that the Battle Phase still needs healing speedups and resources.