Last Asylum Plague Elixir Scramble
Elixir Scramble is a 30 minute alliance battle where two alliances fight on a private map for the Elixir Castle and ten other buildings. The alliance with more points at the end wins, and no soldier dies on the map. This guide covers the map and building values, the minute by minute timeline, a plan for each phase and the rewards for winners and losers.
Elixir Scramble Requirements
The event is closed to most alliances. When the event opens on Monday at 00:00 server time, only the top 32 alliances on the server by Might can register, and the alliance must be at least 7 days old. Each doctor who wants to fight needs Sanctuary level 15 or higher, and the Sanctuary page shows what that level costs.
- An R4 or R5 member registers the alliance and chooses the battle time slot. The time can change until registration ends.
- The same officer names up to 20 starters and 10 reserves. Starters enter first, and reserves can enter only after the preparation phase ends.
- The roster locks when registration closes. Leaving the alliance afterward does not remove a player from the list.
- Opponents are matched by the highest historical Might of all named participants.
- A second squad, Team B, can register only after Team A is signed up. Smaller alliances do better to keep one strong Team A.
Two status rules block entry. A player who joined the alliance less than 24 hours ago cannot enter the battlefield, and the War Frenzy state also keeps a doctor out. The alliance page explains roles and rank permissions.
Battle Schedule and Timeline
The server offers 3 battle windows of 30 minutes each, in server time: 09:00 to 09:30, 18:00 to 18:30 and 23:00 to 23:30. Every team picks one window during registration. Starters enter the left and right entry zones 5 minutes before the battle, and nobody can attack inside those zones. Your side shows in blue and the enemy in red.
| Time | What happens |
|---|---|
| Minute -5 | Preparation phase. Starters enter their safe zone. Relocation is disabled. |
| Minute 0 | Battle starts. Alchemy Workshops, Migration Portal, Observatory and Healing Tents open. |
| Minute 10 | Elixir Castle, War Relics and Cursed Altar open. |
| Minute 13 | 50 Camps appear on the map. Squads can gather there for points. |
| Minute 30 | Battle ends. The side with more points wins. |
Elixir Scramble Map
The map is a square arena about 200 tiles wide. The two alliances start at the west and east edges, and the Elixir Castle sits in the middle at 101, 101. Every other building has a mirror position on the opposite side: add the coordinates of a building and its mirror and you always get 202, 202. The Alchemy Workshop at 37, 125 on the west mirrors the one at 165, 77 on the east, so neither blue nor red gets a better layout. The Observatory stands on the west half and the Migration Portal on the east half, and the same mirror rule links them.
Points below are the building values in points per second for the owning alliance. The first number applies while the building is protected, and the second applies after enemies can plunder it, which happens 60 seconds after capture. Up to 20 defenders can garrison one building.
| Building | Side | Coordinates | Opens | Points per second | Effect |
|---|---|---|---|---|---|
| Elixir Castle | Center | 101, 101 | Minute 10 | 48 / 32 | - |
| War Relics | Center | 101, 146 | Minute 10 | 6 / 4 | Increase Hero ATK, DEF, and HP by 15%. |
| Cursed Altar | Center | 101, 56 | Minute 10 | 6 / 4 | Reduce enemy Hero ATK, DEF, and HP by 15%. |
| Alchemy Workshop #1 | West | 37, 125 | Minute 0 | 30 / 20 | - |
| Alchemy Workshop #2 | East | 165, 77 | Minute 0 | 30 / 20 | - |
| Migration Portal | East | 136, 36 | Minute 0 | 6 / 4 | Relocation CD reduced by 50%. |
| Observatory | West | 66, 166 | Minute 0 | 6 / 4 | Alliance Points efficiency for occupied buildings increased by 10%. |
| Healing Tent #1 | West | 37, 83 | Minute 0 | 18 / 12 | Recover 15 wounded soldiers every 10s. |
| Healing Tent #2 | East | 165, 119 | Minute 0 | 18 / 12 | Recover 15 wounded soldiers every 10s. |
| Healing Tent #3 | West | 66, 36 | Minute 0 | 18 / 12 | Recover 15 wounded soldiers every 10s. |
| Healing Tent #4 | East | 136, 166 | Minute 0 | 18 / 12 | Recover 15 wounded soldiers every 10s. |
The Elixir Castle pays 48 points per second, 1.6 times what one Alchemy Workshop pays, but it stays closed for ten minutes. A Healing Tent pays 18, and each one restores 15 wounded soldiers every 10s. The Observatory, Migration Portal, War Relics and Cursed Altar pay only 6 each, so their value comes from the bonus they carry.
How to Win Elixir Scramble
The video below is a full breakdown of the event. Watch how the first minutes go, because the opening decides which side owns the early buildings that feed the castle fight.
Elixir Scramble Strategy
The fight follows the three phases on the timeline. Each phase has one main job, and the best alliances finish that job fast and move on.
- Preparation. Place starters in the entry zone and agree who takes which building. A reserve cannot enter before this phase ends, so keep the starter list complete and online.
- Minutes 0 to 10. Take the Alchemy Workshop at your entrance first, because it is the highest value building open at the start (30 points per second). Then take the Healing Tents near your entry and the Observatory, which the rules also call the Observation Platform. It raises all alliance points from buildings by 10 percent, so an early capture pays back many times and a late one gives almost nothing.
- Minutes 10 to 13. The Elixir Castle, War Relics and Cursed Altar open together. War Relics add 15 percent to the ATK, DEF and HP of your heroes, and the Cursed Altar lowers the same stats of enemy heroes by 15 percent, so take both before or while you attack the castle.
- Minute 13 to the end. Camps appear. Send spare squads to gather there while the main force holds the castle. Keep a squad ready to pick up medical packs that scatter around a broken building, because they add a small amount of points.
The Migration Portal cuts your relocation cooldown from 2 minutes to 1 minute. Relocation costs no items and brings all marching troops back to your city, so it works well for a fast jump from a lost building to the next target. Your city defense is fixed at 4,000 and restores itself when you are knocked away, so a base hit costs you only time.
Tips for Winning
These habits come from the building values and rules above, and they apply to every alliance size.
- Fill the castle garrison. A building takes up to 20 defenders, and a full garrison forces the enemy to break many squads before the building falls.
- A freshly captured building is safe from plunder for 60 seconds. After that the enemy can take its stored points, so stack defenders in it before the timer ends.
- Use the free infirmary. Wounded troops heal at no resource cost, so retreat damaged squads to the Healing Tent and send them back instead of spending speedups.
- A march target cannot change after the squad leaves, so choose targets with care and check the enemy position before you send a big force.
- One guide suggests turning on auto rally for officer-led rallies before the event so that rallies fill up fast. In a 30 minute battle the difference between a 15 member and a 20 member rally is large.
Elixir Scramble Rewards
Rewards come in two forms. The alliance and combatant rewards depend on a win or a loss and on how many teams entered. The personal reward depends on the points you scored. Soldiers on the map never die, so the cost of a loss is only the missed win bonus.
| Reward type | Winners receive | Losers receive |
|---|---|---|
| Alliance reward, only Team A enters | 1 Curio Chest (UR), 1 Curio Chest (SSR), 300 5m Construction Speedup, 30 each of Grain, Timber and Herb Level Supply (SSR), 220 Tempered Steel | 1 Curio Chest (SSR), 150 5m Construction Speedup, 15 each of Grain, Timber and Herb Level Supply (SSR), 110 Tempered Steel |
| Alliance reward, Teams A and B both enter | 1 Curio Chest (UR), 200 5m Construction Speedup, 20 each of Grain, Timber and Herb Level Supply (SSR), 145 Tempered Steel | 1 Curio Chest (SSR), 100 5m Construction Speedup, 10 each of Grain, Timber and Herb Level Supply (SSR), 75 Tempered Steel |
| Combatant reward (starters who fought) | 110 5m Construction Speedup, 80 each of Grain, Timber and Herb Level Supply (SR), 10,000 Fame Medal, 100 Tempered Steel | 55 5m Construction Speedup, 40 each of Grain, Timber and Herb Level Supply (SR), 5,000 Fame Medal, 50 Tempered Steel |
Personal rewards scale with your own points. Doctors on the winning side get the better column, and the same point ranges apply to both.
| Personal points | Winning side | Losing side |
|---|---|---|
| 10,000 to 99,999 | 25 5m Speedup, 25 5m Training Speedup, 25 5m Healing Speedup, 1,500 Fame Medal | 20 Speedup Supply, 20 5m Training Speedup, 20 5m Healing Speedup, 1,500 Fame Medal |
| 100,000 to 149,999 | 45 5m Speedup, 45 5m Training Speedup, 45 5m Healing Speedup, 3,000 Fame Medal | 30 Speedup Supply, 30 5m Training Speedup, 30 5m Healing Speedup, 3,000 Fame Medal |
| 150,000 to 199,999 | 65 5m Speedup, 65 5m Training Speedup, 65 5m Healing Speedup, 8,000 Fame Medal | 50 Speedup Supply, 50 5m Training Speedup, 50 5m Healing Speedup, 8,000 Fame Medal |
| 200,000+ | 85 5m Speedup, 85 5m Training Speedup, 85 5m Healing Speedup, 20,000 Fame Medal | 65 Speedup Supply, 65 5m Training Speedup, 65 5m Healing Speedup, 20,000 Fame Medal |
You earn personal points from kills, from garrisoning a building, from gathering at Camps (5 per second) and from medical packs. A win also has a second payoff outside the event: it gives your Kingdom 50,000 points for the weekly Kingdom War. Fame Medals from the tables spend in the exchange shop, and the shops page shows what to buy.
Frequently Asked Questions
When does the Elixir Castle open?
The Elixir Castle opens 10 minutes after the battle starts, together with the War Relics and the Cursed Altar. It gives 48 points per second, the highest rate on the map, and it is the only building worth more than an Alchemy Workshop. Before minute 10 the fight runs around the workshops, tents and the other early buildings. See the building table.
How long is the Elixir Scramble battle?
The battle lasts 30 minutes and the side with more points wins. Starters walk onto the map 5 minutes earlier and wait in safe entry zones. The server offers three start times, 09:00, 18:00, 23:00, and your alliance picks one during registration. The schedule section has the full timeline.
Who can enter Elixir Scramble?
Only the top 32 alliances by Might can register, the alliance must be at least 7 days old, and each doctor needs Sanctuary level 15 or higher. An R4 or R5 picks 20 starters and 10 reserves. The requirements section lists the other limits.
Do I lose troops in Elixir Scramble?
No. The game gives you special barracks filled with your best available troops, and those soldiers never die. Wounded troops go to a battlefield infirmary with no capacity limit and no resource cost, and everyone heals when the battle ends. Your normal army stays out of the fight: the barracks are special ones that exist only on the battlefield.
What does winning Elixir Scramble give?
Every winner receives alliance and personal rewards, and a win adds 50,000 points to your Kingdom in Kingdom War. Personal rewards scale with the points you score, and the top tier starts at 200,000 points. Losing alliances still get smaller rewards, so a fight with a weak roster is never wasted. See the rewards table.