100 vs 100 Guild Battles are battles where two guilds match up for a full battle. 100 vs. 100 battles replaced both Facebook and iOS league Festival Battles in February 2015.
Battle Schedule[]
Each guild has the option to choose up to 3 of the following time slots:
2am PST / 3am PDT
8am PST / 9am PDT
2pm PST / 3pm PDT
8pm PST / 9pm PDT
Time slots can be changed, but the total number of battles in any one day cannot exceed 3 after a change.
Battles last for 2 hours or until all players in one guild are stunned, whichever comes first.
Players and Gates[]
In 100 vs 100 battles, each team has up to 4 gates with up to 25 players in each gate. The ordering of players in a gate can be set by guild masters, guild officers, and squad leaders. These gates are not tied to the gates used for classic guild battles, and players may be assigned to them independently of their configuration in other battles, but all players must battle in 100v100. Any players that weren't explicitly added to the 100v100 formation will be filled in when the battle locks.
Towers[]
In 100 vs 100 battles, each Gate can have a single Tower, a structure which grants bonuses or abilities to players assigned to that gate. There are 10 different types of tower that can be assigned to a gate. Some tower types have multiple copies available to a guild, which may be assigned to multiple gates if desired, though each instance of a tower must be upgraded separately.
The available towers are displayed below. Each tower begins at level 0 at the beginning of each season, and can be upgraded to a maximum level of 11.
In order to use a tower, it must be leveled up to at least level 1. If no towers are available, they will default to Gates.
Tower Leveling[]
To level towers, iron and lumber must be contributed to a particular tower. All tower types require an equal number of contributions to increase in level, with the only difference in resources required coming in the amount consumed per click.
Clicks Required per Level:
Level
Number of Contributions, this level
Number of Contributions, cumulative
1
5
5
2
7
12
3
15
27
4
40
67
5
62
129
6
91
220
7
130
350
8
169
?
9
217
?
10
271 / 281 (see comments below)
?
11
? / ? (see comments below)
?
Tower Types[]
Image
Tower Name
Upgrade Cost
Number Available
Level
Effect
Keep
300 Lumber, 250 Iron
1
1
2% Defense bonus, redirects 5 damage to attackers, cannot be attacked until 1 other gate has been defeated.
2
3% Defense bonus, redirects 7 damage to attackers, cannot be attacked until 1 other gate has been defeated.
3
4% Defense bonus, redirects 9 damage to attackers, cannot be attacked until 1 other gate has been defeated.
4
5% Defense bonus, redirects 11 damage to attackers, cannot be attacked until 1 other gate has been defeated.
5
6% Defense bonus, redirects 13 damage back to attackers, and cannot be attacked until 2 other gates defeated
6
7% Defense bonus, redirects 15 damage back to attackers, and cannot be attacked until 2 other gates defeated
7
9% Defense bonus, redirects 17 damage back to attackers, and cannot be attacked until 2 other gates defeated
8
11% defense bonus, redirects 19 damage back to attackers, and cannot be attacked until 2 other gate(s) defeated.
9
13% defense bonus, redirects 22 damage back to attackers, and cannot be attacked until 2 other gate(s) defeated.
10
15% defense bonus, redirects 25 damage back to attackers, cannot be attacked until 3 other gate(s) defeated.
Church
250 Lumber, 200 Iron
1
1
+2 increase to splash heal for Clerics, and gives clerics 5% improved targeted heal.
2
+3 increase to splash heal for Clerics, and gives clerics 7% improved targeted heal.
3
+4 increase to splash heal, and gives clerics 9% improved targeted heal.
4
+5 increase to splash heal, and gives clerics 11% improved targeted heal
5
+6 increase to splash heal, and gives clerics 13% improved targeted heal
6
+7 increase to splash heal, and gives clerics 15% improved targeted heal
7
8
9
10
+15 increase to splash heal for Clerics, and gives clerics 25% improved targeted heal.
Arcane Tower
350 Lumber, 150 Iron
1
1
+2 increase to splash damage for mages, and gives mages 5% improved fireball.
2
+3 increase to splash damage for mages, and gives mages 7% improved fireball.
3
4
5
+6 increase to splash damage for mages, and gives mages 13% improved fireball.
6
7
8
9
10
+15 increase to splash damage for mages, and gives mages 25% improved fireball.
Sewer
200 Lumber, 150 Iron
2
1
Improve chance of evasion by 1%
2
Improve chance of evasion by 2%
3
Improve chance of evasion by 3%
4
Improve chance of evasion by 4%
5
Improve chance of evasion by 5%
6
Improve chance of evasion by 6%
7
Improve chance of evasion by 7%
8
Improve chance of evasion by 8%
9
Improve chance of evasion by 9%
10
Improve chance of evasion by 10%
Barricade
150 Lumber, 100 Iron
2
1
+2 Physical Resistance to defenders, and +5% Whirlwind Resistance.
2
+3 Physical Resistance to defenders, and +7% Whirlwind Resistance.
3
+4 Physical Resistance to defenders, and +9% Whirlwind Resistance.
4
+5 Physical Resistance to defenders, and +11% Whirlwind Resistance.
5
+6 Physical Resistance to defenders, and +13% Whirlwind Resistance.
6
+7 Physical Resistance to defenders, and +15% Whirlwind Resistance.
7
+9 Physical Resistance to defenders, and +17% Whirlwind Resistance.
8
+11 Physical Resistance to defenders, and +19% Whirlwind Resistance.
9
10
+15 Physical Resistance to defenders, and +25% Whirlwind Resistance.
Assault Tower
100 Lumber, 100 Iron
4
1
2% Damage bonus and +5 Physical Piercing when attacking.
2
3% Damage bonus and +7 Physical Piercing when attacking.
3
4% Damage bonus and +9 Physical Piercing when attacking.
4
5% Damage bonus and +11 Physical Piercing when attacking.
5
6% Damage bonus and +13 Physical Piercing when attacking.
6
7% Damage bonus and +15 Physical Piercing when attacking.
7
8
9
13% Damage bonus and +22 Physical Piercing when attacking.
10
15% Damage bonus and +25 Physical Piercing when attacking.
Elemental Tower
75 Lumber, 25 Iron
2
1
+1 elemental offense and +1% Damage bonus.
2
+2 elemental offense and +2% Damage bonus.
3
+3 elemental offense and +3% Damage bonus.
4
+4 elemental offense and +4% Damage bonus.
5
+5 elemental offense and +5% Damage bonus.
6
+6 elemental offense and +6% Damage bonus.
7
+7 elemental offense and +7% Damage bonus.
8
+8 elemental offense and +8% Damage bonus.
9
+9 elemental offense and +9% Damage bonus.
10
+10 elemental offense and +10% Damage bonus.
Null Tower
225 Lumber, 150 Iron
1
1
Resist 5% damage rune, attack rune, and defense rune.
2
Resist 10% damage rune, attack rune, and defense rune.
3
Resist 15% damage rune, attack rune, and defense rune.
4
Resist 20% damage rune, attack rune, and defense rune.
5
Resist 25% damage rune, attack rune, and defense rune.
6
Resist 30% damage rune, attack rune, and defense rune.
7
Resist 35% damage rune, attack rune, and defense rune.
8
Resist 40% damage rune, attack rune, and defense rune.
9
Resist 45% damage rune, attack rune, and defense rune.
10
Resist 50% damage rune, attack rune, and defense rune.
11
Resist 55% damage rune, attack rune, and defense rune.
Castle Wall
200 Lumber, 200 Iron
1
1
Gives an x% chance of refunding a token cost for an action.
2
Gives a 6% chance of refunding a token.
3
Gives an x% chance of refunding a token.
4
Gives an x% chance of refunding a token.
5
Gives an x% chance of refunding a token.
6
Gives an x% chance of refunding a token.
7
Gives an 14% chance of refunding a token.
8
Gives an 15% chance of refunding a token.
9
Gives an x% chance of refunding a token.
10
Gives an 18% chance of refunding a token.
Gate
75 Lumber, 20 Iron
4
1
+X to Base Health of defenders.
2
+10 to base health.
3
+20 to base health.
4
+30 to base health.
5
+40 to base health.
6
+50 to base health.
7
+60 to base health.
8
+70 to base health.
9
+80 to base health.
10
+90 to base health.
Token Regeneration[]
Players receive 10 tokens when joining, and regenerate 1 new token every 5 minutes.
Stun information[]
In 100vs100 battles, players are considered stunned when they fall below 200 health. Stunned players cannot use active skills, nor can they have defensive skills used on them at this time.
Scoring and Ranking[]
Each 100 vs 100 battle is worth up to 100 points:
- The first part of the score is the percentage of stunned players in the opponent's guild, divided by 2, so there's a maximum of 50 points possible for stunned opponents if 100% of your opponents are stunned.
- The second part of the score is the percentage of unstunned players in your guild, divided by 2, so there's a maximum of 50 possible points for unstunned allies if 100% of your allies are unstunned.
At the end of every battle, the points for the most recent battle are added to the cumulative points that the guild has earned for all the 100 vs 100 battles for the entire season. The cumulative points for all the guilds are then sorted together and compared to each other. The top 5% are Vanguard. The next 15% are Platinum. The next 20% are Gold, the 20% after that are Silver, the following 20% are Bronze, and the bottom 20% are Unranked.
Rewards[]
Players receive Guild Coins and experience as usual, along with lumber and iron based on rank and whether the guild won or lost the battle. A winning Vanguard guild gets 25 iron and 50 lumber, a winning Platinum guild gets 24 iron and 48 lumber, a winning Gold guilds gets 22 iron and 44 lumber, a winning Silver guild gets 20 iron and 41 lumber, a winning Bronze guild gets 19 iron and 37 lumber, and a winning Unranked guild gets 9 iron and 18 lumber. A losing guild gets half of the lumber and iron for their rank.
100v100 points are awarded to the guild around an hour after the end of the 100v100 battle slot, shortly after the following 10v10 battle starts, but the guild's rank isn't fully updated. Around half an hour after points are awarded (shortly after the following 10v10 finishes), the 100v100 ranks update to consider your guild's rank compared to all the other guilds. This means that your guild's rank may be inflated while 10v10 is running, so if your guild oscillates between two ranks, you're most likely to be able to purchase the higher rank's prizes from the Donation Rewards page while 10v10 is running.
Purchasable rewards[]
There are three requirements to getting each of the rewards: (1) An individual must donate lumber and iron towards tower upgrades, (2) the guild must reach the necessary 100v100 battle rank for the reward to unlock, and finally (3) the individual must spend guild coins to buy the reward.
When upgrading towers, players receive donation points towards making the rewards visible on the Donation Rewards screen. Each lumber donated is worth 1 donation point, and each iron donated is worth 2 donation points. When players reach the donation points required for the reward, it'll show up on the Donation Rewards page. However, the reward will still be locked until the guild reaches or exceeds the required rank. A guild must retain its rank if it wants to keep the donation rewards unlocked. If the guild's rank falls, then donation rewards become locked again. Furthermore, if an individual leaves their guild, their donation points are erased, so the donation rewards will no longer be visible to them.
Donation points and tower upgrades reset at the end of each season of battles.
WARNING! If you purchase any of the heroes below before alchemizing them, you will NO LONGER be able to alchemize them!
Winter Rewards[]
The Winter season was the first 100v100 season. The rewards were available from February 2015 to September 30, 2015.
Click to display the chart with rewards
Image
Name
Donation Points required
Guild Rank Required
Cost (Guild Coins)
Notes
3 Skill Points
250
Bronze
50
Assassin's Greaves
500
Silver
100
Boot, 38 Attack/9 Defense, +5 Wind Pierce when equipped, +10 Attack to Strider
The Winter season started a few weeks later in February 2015 (source) and ended on September 30, 2015 (source).
The Fall season started on October 5, 2015 (source) and ended on June 8, 2020 (source).
The Summer season started on June 8, 2020 (source). Although the only thing that changed was the rewards; the leaderboards weren't reset and all guilds kept their ranks.