Clans

Create a clan or join one, chat, and play the matches you already play.

Your clan is a place, not a list.

Create a clan or join one, chat, and play the matches you already play: every one of them moves your clan forward.

A clan has an island to build, a Titan to bring down every weekend, a map to fight over and a season to climb together. Duels and Squad Siege feed all of it, so nobody stops playing to do clan chores, and a clan of three can already build, raid, take land and climb the Clan Pass.

From day one

  • Create a clan

    From level 3, for 1,000 gold. Pick a name, a tag of three to five letters or digits, an emblem (a shape, a pattern, a symbol and three colours), a region, a language and who may join: anyone, on request or by invite. Then pick your island: one of the five worlds.

  • Members and roles

    Up to 30 members, 40 from clan level 5 and 50 from level 10. The leader, co-leaders and elders share the work: settings, sign-ups, invites, requests and moderation. The leader can mark members as Builders for the Hideout.

  • Clan chat

    Live chat for members only, with stickers and reactions. A card in the chat challenges a clanmate to a friendly duel, on a normal map or on your own Range. Elders can mute and delete, anyone can report a message, and you can switch clan chat off.

  • Levels and perks

    Members' matches earn clan XP through 20 levels. Perks are looks and room, never power: more member slots, sticker packs, bronze to mythic banner frames, an extra chest tier at level 12 and a glowing tag at level 18.

Every match moves the clan.

The clan week runs from Monday to Monday. The duels and Squad Siege matches you play anyway fill the chest, score the battles and push the Clan Pass.

  • Weekly chest

    • Monday to SundayEvery match adds clan points. Three clan quests.
  • Clan Clash

    • Monday to WednesdayCo-leaders sign up
    • Thursday to SundayGroups drawn. Four battles a day.
  • Conquest

    • Monday to WednesdayPick a target. Two attack battles a day.
    • Thursday to SundayThe Clash battles count here too.
  • The Raid

    • Friday to SundayA Titan. Three tickets a day.
  • Weekend Cup

    • Saturday18:00
  • Sunday 22:00 Clan Clash results, then Conquest results.
  • Monday The chest, Clan Clash and Conquest pay, the Conquest report plays and the clan quests start again.
  • Every day At most four counted battles: two from Monday to Wednesday, four from Thursday to Sunday, one match counting for Clan Clash and Conquest at once.

All times are UTC.

Clan Clash

A weekly race for clans of five members or more, in groups of up to five drawn by war rating. Each member's first four duels or Squad Siege matches of the day are battles: 100 for a win, 40 for a loss, 160 for beating a member of a rival clan in your group. The placing moves the war rating and pays gold to everyone who fought, and the top clans of a season win badges and season emblem symbols.

Clan cups

Clan against clan in brackets of 4, 8 or 16 clans, in Squad Siege of 2v2, 3v3 or 5v5. The game holds a Weekend Cup every Saturday, and co-leaders of a level 5 clan or higher can host their own and share the link. A short roster plays with bots in the empty seats, clanmates can watch, and the winner gets the Cup winner badge.

Weekly chest and clan quests

Matches add clan points to a chest with ten tiers, and one member adds at most 700 a week. Everyone who earned at least 150 points that week claims every tier the clan reached: gold on every tier, gems and crates on the top ones. Three cooperative quests a week, such as landing 400 headshots as a clan, pay clan XP and gold to everyone who helped.

  • 10 tiers
  • 150 points to claim
  • 3 quests a week

Rankings and Clan of the Month

Clan trophies (the top 30 members' trophies added up) worldwide, per region and per language, plus weekly points, monthly points and the war rating. When a month ends, the paying places of the monthly board send a reward package to every member who earned 150 points for the clan that month, and first place gets the Clan of the Month badge. Your clan's rank shows even outside the top 100.

  • Worldwide
  • Region
  • Language
  • Clan of the Month

Build an island. Play on it.

Every clan has an island in the style of its world: the Range in front, the Base behind. What you build stays built.

Screenshot: a clan's island on Sunny Shores, with the HQ under scaffolding, the clan gate, flags, a watchtower and a trophy hall, and a bar that reads HQ level 6, 10 h 49 min left, 2 of 10 helps.

Pick your island

A new clan picks one of the five worlds for its island. It sets the sky, the water and the materials of the Range: sandbags turn to concrete on Neon Rooftops and to metal in the Lava Lair. A move to another world later costs 2,000 Supplies, once in 30 days. Every clan starts with an HQ, a starter Range, two flagpoles and 500 Supplies, and the camera flies in for the first look.

Supplies

The clan's building pool. Members fill it by playing: 6 for a duel win, 8 for a ranked win, 3 for a loss and 8 for a daily quest, up to 400 a member a week from matches. Raid stages, Conquest land and Clan Pass tiers add more. Builders spend it on the island. Supplies never run out of date, and gems can't buy them.

Help

Every build goes up behind scaffolding on a timer, then pops into place with confetti and a line in the chat. Each clanmate can Help each build once, on the island or from the chat line: 5 percent of the time left comes off, up to ten helps. Time can't be bought.

The HQ climbs ten levels

Each level opens new places on the Base and new cover for the Range. The upgrades cost Supplies and take longer as they go: the bar is the build time. One build runs at a time, two from HQ 6.

On the Base stand the watchtower, the trophy hall with the clan's cups, badges and Titan trophies, a weapon rack with the top five members' favourite weapons, statues, a war table with the Conquest map, and the clan's flags.

  1. 1HQ, gate, supply depot, two flagpoles, two decoration spots
  2. 2Watchtower, brazier, crate towers and wooden walls 1 h
  3. 3Third flagpole, light strings, brick shack walls 2 h
  4. 4Weapon rack, stone ruins 4 h
  5. 5Trophy hall, the ice wall or neon panel, two more decoration spots 8 h
  6. 6Fourth flagpole, statue plinths, two builds at a time 12 h
  7. 7War table, trophy hall level 2 16 h
  8. 8The last two decoration spots 24 h
  9. 9Five statue plinths, trophy hall level 3 24 h
  10. 10The landmark: the world's own monument 36 h
Screenshot: a visit to another clan's island on Sunny Shores, with its gate, flags and Range, the Range Challenge line and the buttons Salute, Challenge and Practice here.

Visits and salutes

Open any clan's card and visit its island in 3D. Salute it once a week: the most saluted hideout of the week gets a badge. Practice on its Range when that clan allows it, and set a Range record, the fewest rounds to beat a normal bot.

At home, challenge a clanmate to a friendly duel on your own Range from the chat, or pick Our Range in the practice map list.

  • Visit in 3D
  • A salute a week
  • Range records

The Range is a real duel map.

In front of the island, the builders lay out a hide zone from real cover. Friendlies, practice, Range Challenges and Conquest attacks are played on it, mirrored on both sides like every duel layout.

Thirty cover points, every Range the same

Strong, tall or tough cover costs more of the budget, so a Range is a set of choices, never all walls: the bunker, three stone ruins and three brick walls fill it with nothing else. Pieces are bought once with Supplies and placed, moved and turned for nothing.

  • Sandbag line4 pointsStrong but low: crouch behind it
  • Sandbag nest2 pointsA short, strong low wall
  • Crate1 pointCheap crouch cover that splinters fast
  • Crate tower2 pointsTall but breakableHQ 2
  • Barrel1 pointBlows up when shot: a trap for whoever hides beside it
  • Plank fence1 pointA tall screen: hides you, stops almost nothing
  • Bush1 pointHides a crouched hider, stops nothing
  • Wooden wall2 pointsHides you standing, light protectionHQ 2
  • Brick shack wall4 pointsA long tall wall with a boarded windowHQ 3
  • Stone ruin4 pointsStrong, with gaps to duck underHQ 4
  • Ice wall or Neon panel3 pointsThe world's own wall, on Frosty Peaks and Neon RooftopsHQ 5
  • Concrete pillar2 pointsSlim and tough: hides one hider, exactly behind itClan Pass 9
  • Glass wall1 pointA strong frame they see straight throughClan Pass 13
  • Metal bunker6 pointsThe toughest cover, and the dearestClan Pass 22
Screenshot: the Range editor from the top, with the piece list on the left, the card of the stone ruin (4 points: tall, strong and tough), the budget at 13 of 30 and every check ticked.

The editor

Drag, place and turn pieces from the top, in 3D, or from the enemy's perch through a scope. Every piece has a card that says how much of a hider it hides, how much of a round it stops and how long it lasts. Test it starts a practice duel on the draft; Publish puts it live. The Range keeps its last five versions, on a desktop or a phone held sideways.

Nine checks before a Range goes live

The editor runs them as you build and names any piece at fault. The idea behind all nine: every spot stays reachable and hittable, so the shooter always has a chance.

  1. Inside the Range Both islands build exactly what the editor shows.
  2. No overlaps Pieces never stand in each other.
  3. Budget Thirty cover points and each piece's maximum.
  4. Spawn clear The hider starts on open ground, clear of barrels.
  5. No stacked cover Never two thick layers on one line from the enemy perch.
  6. All ground reachable No sealed-off ground that wastes the shooter's rounds.
  7. Hiding spots At least four, two metres apart.
  8. Barrels Six at most, never at the spawn.
  9. Both sides alike Neither player gets the better side.

Range Challenge and the hardest Range

Any player can challenge another clan's Range against that clan's AI defence, which hides where the clan's drills taught it. An attempt scores up to 1,000: 600 for a win, 300 for a draw and up to 400 for the damage trade. Each attacker's first attempt of the day counts.

With five counted attempts from three attackers a Range makes the weekly Hardest Range board, the lowest average first. The three hardest Ranges of the week win 800, 500 and 300 Supplies, the hardest a badge, and the board names who built each one.

Screenshot: the Hardest Range board of the week: three clans' Ranges on Sunny Shores with five attempts each, their attackers' averages of 304, 480 and 610, 800, 500 and 300 Supplies and the badge for first place, and a Challenge button on each.
Screenshot: the Range editor with the heatmap on: red squares where hiders were hit over nine matches on this version of the Range, and the switches Hit, Survived and Scored.

The heatmap

Every match on a Range adds where each hider stood when a turn ended and what happened there: hit, came through unhit, and how much damage the shooters scored. Builders lay it over the Range in the editor, version by version, and see where their Range is won and lost.

  • Hit
  • Survived
  • Scored

Every weekend, a Titan.

From Friday to Sunday one of the campaign bosses comes back as a giant with one health bar for the whole clan. Every point of damage any member deals comes off it.

  1. Cap'n Barnacle
  2. Neon Ronin
  3. Frost Warden
  4. Jungle Phantom
  5. Solar Paladin
Screenshot: the Raid tab with the Titan Cap'n Barnacle, the clan's bar at stage 4 and 61 percent, ten stage markers, three tickets and the Fight button.

Tickets and the raid duel

Three raid tickets a day from Friday to Sunday, kept until the raid ends: a member who only has Sunday still plays all nine. Tickets are per player, and nothing sells them.

Each ticket is a raid duel of eight rounds against the Titan. You shoot first, with your own weapons, gadget and skin, played at fair strength. The Titan never runs out of health, so the duel is about how much you deal and whether you are still standing after round eight.

A real boss fight

Screenshot: the scope on Cap'n Barnacle's glowing powder keg under the alert Weak point open!, 2.1 seconds left, shoot the glowing powder keg for double raid damage, and the Titan's panel: phase II, the clan's bar on stage 4.
Screenshot: the alert Stomp incoming! It flattens the cover in the red circle: find new cover, with 1.9 seconds left, a red circle on the ground around the hiding player and the Titan's panel: phase I, now stomp.
  • Weak point Each Titan carries a glowing thing on its head, like Barnacle's powder keg or the Frost Warden's ice crown. When it opens for a few seconds, a hit there is worth double a headshot.
  • Stomp A red circle where you stand: when it lands, the cover inside is flattened. Get out of it.
  • Salvo Shells rain into a circle around you and crater the cover.
  • Shield A bubble that soaks up the first raid points of a round, then shatters.
  • Titan is aiming! Every shot the Titan fires is announced first, in time to duck.
  • Senses you On stages 9 and 10 it marks a circle around where you hide.
  • Enraged From round seven it hits harder and aims faster.
  • Never unfair Every stomp and salvo is warned at least 2.2 seconds ahead, in a circle no wider than 3 metres, with cover a few steps outside it. The weak point and the shield change the raid score, never your health.

Raid damage counts where you hit

Not how strong your weapon is: every weapon tops out at the same per turn, and upgrades add 10 percent at most.

  • Weak point320
  • Head160
  • Body100
  • Legs70
  • Blast only60

A clean shot, through no cover, counts 1.25 times. Still standing after round eight: 1.2 times the duel.

Ten stages on one bar

The health of a stage grows with the clan's active members, so a clan of three can clear the first stages too, and damage past a stage carries into the next. Each stage the clan clears pays gold to every member who played at least two raid duels for the clan, with gems and crates on some stages, and gives the clan 500 Supplies and Clan Pass progress. Past stage 10 the Titan keeps going, for the raid board.

  1. 1
  2. 2
  3. 3
  4. 4
  5. 5 Bronze trophy
  6. 6
  7. 7
  8. 8 Silver trophy
  9. 9
  10. 10 Gold trophy
  • Titan trophies The first clear of stages 5, 8 and 10 of a Titan puts its bronze, silver or gold trophy in the trophy hall: fifteen to collect.
  • Titan Slayer A title for clearing stage 10 of a Titan with all nine tickets used.
  • Top shooters Damage, best duel and headshots for the weekend. The top three wear the raid medal next to their name for a week.
  • The raid board Every clan's stage this weekend, side by side.

Thirty-five territories. One target a week.

A season-long map next to Clan Clash: the five worlds as islands, all held by the Brine Syndicate when a season starts. Clans take them back one week at a time.

Screenshot: the full-screen Conquest map around Frosty Peaks, the Jungle Ruins and the Lava Lair: each island split into territories, the flags of the clans that hold them next to the Syndicate's red flags, a crown plaque on each Capital and the sea lanes between the worlds.

Seven territories on every island

A clan may land on any outpost from the beach, or attack land next to what it holds. A Capital opens only to the clan that holds that world's Stronghold. Every clan of three or more members takes part, no sign-up needed.

Holding many territories spreads a clan's defence thin, and a clan holds six at most. Land changes hands once a week, never overnight.

  • Outposts3 a world, 15 in allSyndicate garrison 1,500
  • Forts2 a world, 10 in allSyndicate garrison 3,000
  • Strongholds1 a world, 5 in allSyndicate garrison 6,000
  • Capitals1 a world, 5 in allSyndicate garrison 9,000

The Conquest week

  1. Plan and attack

    Monday to Wednesday

    A co-leader picks the clan's one target. Each member's first two counted matches of the day are attack battles, played at once on the defending clan's own Range against its defence squad. Unheld land is defended by the Syndicate on a Range of its own.

  2. Battle

    Thursday to Sunday

    The four daily Clan Clash battles score for Conquest too. Every contest's meter shows what each clan gained that day, so even a small clan sees it move.

  3. Results

    Sunday 22:00 UTC

    The strongest attacker takes a territory if it beats the defence. A good Clan Clash week adds punch: first place in the group multiplies the clan's Conquest points by 1.25, second by 1.15, third by 1.05.

Screenshot: the Conquest report of the week on the Sunny Shores island: the card of Driftwood Beach, an attacking clan's 12,771 points against the Syndicate garrison of 1,500, and the stamp Captured by, with confetti.

The Monday report

When the results are in, the map replays the week: arrows fly, flags fall and rise, then the list of results and the pay. It plays once by itself and stays replayable all week.

Everyone who fought that week gets gold. The clan gets clan XP, Supplies for every territory it holds, and Clan Pass tiers for a capture or a Capital.

Holding the line

  • Defence squad

    Co-leaders pick up to three members. Their names, skins and loadouts defend the clan's land, played by the AI with fair weapons.

  • Defence drills

    Members hide on their own Range against a bot, and the defence learns their hiding spots for the next attacks.

  • On guard

    Switch it on to defend live. When your land is attacked while you are online and between matches, the game asks you in; whoever takes it within 10 seconds plays the attacker, otherwise the squad does.

  • Scout

    Before an attack, look at the target's Range from the perch for 20 seconds, or scout it fully for one of the day's battles.

  • Defence log and Revenge

    Every attack on your land: who, how it went, the points it scored and the shots. Revenge sends one of your day's battles straight at the attacker's best territory.

  • Four a day at most

    Attack battles, Clash battles and Revenge share one daily count, and they are matches you play anyway.

Screenshot: the lobby after a Conquest season: five tall flags behind the pedestal, one for each Capital's holder, and the card Conquest season 1, the Capitals, with their five emblems.

Capital flags in every lobby

When the season ends, the clans holding the five Capitals fly their flags in every player's lobby, and over the perches of every match on that world, for the whole next season. Capital and Stronghold holders keep a badge, and the map goes back to the Syndicate.

  • 5 Capitals
  • Every lobby
  • A whole season

A season the whole clan climbs.

Thirty tiers a season, one track for everyone. Nobody is left behind: when the clan reaches a tier, every member who pitched in gets it.

How it climbs

Members' clan points fill it, up to 350 each a week. Raid stages, Conquest captures and Capitals add bonus tiers, and a tier costs more in a bigger clan, so a small clan keeps up. Past tier 30, every tier's worth of points gives the clan 500 Supplies.

Who gets what

Everyone who has been in the clan for a week and earned 150 pass points that season claims the free track of every tier the clan reaches, and keeps it when they leave. Supplies, Range pieces, flag animations and blueprints go to the clan itself.

Clan wrap and Banner Plant

The clan wrap paints your weapons in your clan's emblem and colours, and your opponent sees it. The Banner Plant emote plants a flag with your clan's emblem in the ground.

Season 1, a few of the thirty tiers

  1. Tier 1300 SuppliesBanner Plant emote, golden flag
  2. Tier 3100 goldCard frame Clan Vanguard
  3. Tier 9Range piece: concrete pillar100 gold
  4. Tier 10The clan wrapClan wrap: Shimmer
  5. Tier 13Range piece: glass wall100 gold
  6. Tier 20Banner Plant emote, season sticker packSticker: Titan down
  7. Tier 21A seventh decoration spot150 gold
  8. Tier 22Range piece: metal bunker100 gold
  9. Tier 25200 goldYour own statue, in gold, in the clan's hall
  10. Tier 30300 gold and the Season 1 banner frameA title and gems

Free trackClan Pass+

Screenshot: the Clan Pass track at tier 9, with clan rewards such as a brazier, 500 Supplies and a concrete pillar ticked on the bottom row and the locked Pass+ rewards above.

Clan Pass+ and gifts

Clan Pass+ adds the second track for one season: the golden Banner Plant, three wrap upgrades, stickers, a card frame, a profile banner, a name colour in clan chat, your own statue, a title, gold and gems. You buy it with gems, for yourself or as a gift.

A gift goes to a clanmate who has been in the clan for a week, from a player of level 10 or higher, five a season at most. It arrives wrapped and opens for the receiver, and the chat hears of it only if the giver wants. The tiers themselves can't be bought.

The clan shop sells looks.

Officers can dress the whole island, and any member can donate a single piece. None of it changes a match.

Screenshot: the preview of the Sunset Shores island theme, the same island under an orange evening sky with torches.
  • Island themes

    Sky, light and set pieces, never the Range. Bought once, a theme shows on whichever world the island stands.

  • Decoration packs

    Lantern Festival, Party Time, Pirate Cove and Arcade Corner, for the decoration spots.

  • Hall of Fame statues

    Three heroes of the game in marble, gold and bronze.

  • Flag effects and displays

    Lightning, rainbow or pixel flags, and a marble, neon or gold trophy hall.

  • A donated piece

    Any member can give the island a single decoration, with a plaque that carries their name.

  • Sunset Shores
  • Neon Midnight
  • Aurora Peaks
  • Golden Temple
  • Obsidian Forge

How the shop works

A 3D preview shows every look on your own island before anyone buys it. The shop says who bought what for the clan, and nobody is asked to chip in: there is no shared payment and no button that asks the clan for gems. In the game, every gem price also shows what it is worth in money. Real-money purchases are switched off for now.

Gems can't buy

  • Supplies
  • Build time and speed-ups
  • Range cover pieces
  • Raid tickets, damage and boosts
  • Conquest points, battles, defence and territory
  • Clan XP and clan points
  • Clan Pass tiers and skips
  • Titan trophies, Conquest flags, badges and titles
  • Anything random

Clan news stays in the game

  • The Clan tab A count of what is waiting for you: raid tickets, rewards to claim, a finished build, a target to pick.
  • The lobby One clan line, the most relevant first: under attack, results in, the raid's stage and your tickets.
  • Banners Now and then one in the lobby, at most once per event, never during a match.
  • Clan chat Lines for builds (with a Help button), stages cleared, captures and tiers reached.

The game sends no notifications outside it.

Your shot.

Practice against a bot starts without anyone else online.

Play now

Android app: in the works. Not on Google Play yet.