Guild Conquest is the mode where guilds stop playing solo and start thinking like a team.
Youâre not just clearing PvE tiles, youâre fighting for routes, pressure points, relics, and card control over 5 days.
If your guild wants better results, this guide will help you make smarter calls and waste fewer keys.
If you want to understand how Conquest works, or youâre still deciding whether Bounty Bash is worth downloading, this guide will help you make smarter calls and waste fewer keys.
New player? Read the Starter Guide first, then come back here once Conquest unlocks.
Conquest is a 5-day PvE territory war where 6 guilds fight over one shared ocean map with 200+ tiles.
Itâs not only about raw power. Itâs about strategy, route control, and timing.
If your guild coordinates well, you can beat stronger opponents.
Index
- What Is Guild Conquest?
- Core Rules (Win Condition, Captures, Decay, Adjacency)
- Tile Values and CP/h Priorities
- Relics
- Charges, Keys, and Conquest Bank
- Bonus Cards (+100 CP/h)
- Map Strategy (Opening, Mid-Game, End-Game)
- Filters Guide (Boss Type, Decay Timer, Markers)
- How To Build A Strong Team vs Bosses
- Guild Roles (Strong/Mid/Smaller Accounts)
- Common Mistakes
- Quick FAQ
- Officer Checklist
- Player Checklist (Before You Spend a Key)
- TL;DR (One Screen Summary)
1) What Is Guild Conquest?
Guild Conquest is a 5-day guild war on a shared hex map.
Every tile is a PvE fight. Clear it, set a score, and if your guild holds that tile, it generates Conquest Points over time.
At the end of the event, the guild with the most total points wins.
The biggest mistake in Conquest is treating it like a normal PvE mode.
Itâs a map-control mode. Routes, timing, and teamwork matter more than brute force.
2) Core Rules (Win Condition, Captures, Decay, Adjacency)
Win Condition
Your guild wins by accumulating the highest total CP across the event.
Capturing Tiles
- Attack an empty tile â your guild sets a score.
- To take an enemy-owned tile, you must beat their score.
Score Decay and Neutralization
- Tile scores decay over time.
- Older tiles become easier to recapture.
- Tiles can eventually return neutral (timer visible in tile detail panel).
Adjacency Rule
You can only attack tiles adjacent to tiles your guild already owns.
Why this matters:Â Broken routes = fewer valid targets = lower CP growth.
3) Tile Values and CP/h Priorities
Priority logic
- Lighthouses are your best raw CP economy.
- Normal tiles are your route backbone.
- Relics can be lower raw CP but high strategic value due to buffs/utility.
A lighthouse looks amazing on paper, but if taking it breaks your lane or leaves your path open to be cut off, it can be a bad trade.
Good guilds donât only chase the highest number, they protect the route that lets them keep scoring tomorrow.
4) Relics
Relics are worth fighting over because their effects apply to the whole guild.
That means one relic can swing multiple fights at once, especially if the buff is something universal like ATK/HP or Elemental Damage.
Locate relics and prioritize retakes before enemy pressure grows.
5) Charges, Keys, and Conquest Bank
Charges
- Each Boat and Hero can be used once.
- Refreshes every 24h.
Key usage
- Each capture attempt spends key resources/tickets.
How Conquest Bank keys work
- The Bank helps smaller or more active guilds stay competitive.
- Unused daily keys and keys from benched members go into the guild Bank, and once you run out of your own keys, you can withdraw up to 2 per day.
Smart Bank usage
Use Bank keys for:
- High-swing retakes
- Critical connector defense
- Final push objectives
Avoid spending Bank keys on:
- Random expansion
- Low-value isolated tiles
6) Conquest Bonus Cards Guide (+100 CP/h)
Bonus Cards are event-shaping objectives. Each active card grants +100 CP/h to the guild currently holding it. Additional cards will unlock over the course of the event.
Why cards matter
- +100/h equals the value of 10 normal tiles.
- Holding a card for 24h = huge point advantage.
7) Bounty Bash Conquest Map Strategy
Most Conquest losses start the same way: a guild grabs random tiles, stretches too far, and then loses the route behind it.
The map rewards stable lanes, not messy expansion. If your connector tiles fall, your pressure disappears with them.
Opening (Day 1â2)
- Build one clean lane from HQ toward objectives.
- Secure connectors first, then push.
- Avoid isolated deep grabs.
Mid-Game (Day 3â4)
- Farm stable CP/h.
- Refresh vulnerable connectors before collapse.
- Use decay windows to snipe key enemy tiles.
End-Game (Final 24 hours)
- Focus on high-impact swings only.
- Spend the strongest teams and Bank keys where outcome changes.
- Defend card conditions and high-value lanes.
Core principle:Â One stable route beats three broken routes.
8) Filters Guide (Boss Type, Decay Timer, Markers)
Filters are a major skill gap. Use them every day.
No Filter (default)
Best for macro awareness:
- Ownership overview
- Frontline shape
- General map state
Boss Type Filter
Use before attacking:
- Match weaknesses
- Assign correct comp
- Reduce failed attempts
Decay Time Filter
Use for timing:
- Prioritize tiles near recapture windows
- Defend your decaying connectors before they flip
- Plan retakes for best efficiency
Markers Filter
Use for coordination:
- Attack priorities
- Defend tiles
- Avoid zones / no-hit calls
Leader/Officer Marker Tools
Use consistent marker language:
- Primary target
- Defend
- Skip/avoid
- Emergency callout
9) How to Build A Strong Team
Before you spend charges on a boss tile, stop and check what youâre actually fighting.
Conquest punishes lazy team building. Boss family, weakness, ship choice, and even tile value all matter.
Check Best Heroes & Best Teams, and the order to level up ships if you need extra help.
This game mode requires planning and strategy!
Always check before committing:
- Capture score
- Score to beat
- Neutral timer
- Tile effect/reward
Each Boss belongs to a family and has a weakness.
- Smashers and POW heroes are recommended.
- There are specific ships to counter each boss.
Prep flow
- Identify the target tile.
- Check boss family/weakness.
- Pick counter lineup.
- Pick a recommended ship.
- Write down or screenshot how it went to share with your guild and/or for future conquests.
Assignment logic
- Strong accounts:Â hardest contested objective bosses.
- Mid accounts:Â lane stabilization and medium-pressure fights.
- Smaller/newer accounts:Â connectors and support captures.
10) Guild Roles (Strong/Mid/Smaller Accounts)
Every account tier has value in Conquest.
Heavy-Hitters (Strongest Players)
- Crack high-score objectives
- Win contested boss tiles
- Break opponentsâ paths
Stabilizers (Mid-Strength Players)
- Refresh key route tiles
- Hold adjacency chains
Support Squad (Weaker/Newer Players)
- Fill connectors
- Secure in-between tiles
- Keep path continuity for everyone else
Shotcallers (Leadership)
- Set tile priorities
- Manage marker updates
- Synchronize pushes with decay and card races
11) Common Mistakes
- Random captures with no route value
 You may win the tile, but lose the lane. - Ignoring decay timers
 A strong tile you never refresh becomes free value for the enemy later. - Using strongest comps on low-impact tiles
 Save your best lineups for the fights that actually change the map. - Getting defeated and wasting a conquest key
12) Quick FAQ
Is Conquest PvP or PvE?
Tile battles are PvE, but map ownership and scoring are guild-vs-guild competitive.
Do weaker players really matter?
Yes. In Conquest, weaker accounts are often the glue that keeps the route alive.
A strong but messy guild can absolutely lose to a weaker guild that stays active and connected.
Should we rush to the center immediately?
Only if your connector path is stable and your guild can hold pressure.
What decides the winner?
Total Conquest Points accumulated across the event.
Are cards optional?
No. +100/h card control can decide placements.
13) Officer Checklist
Before prime-time push:
- Open Decay Timer filter
- Mark top 3 priority tiles
- Validate comps via Boss Type filter
- Post short guild callout (attack/defend/avoid)
- Reserve Bank keys for targets only
- Re-check and update markers every major shift
14) Player Checklist (Before You Spend a Key)
- Is this tile adjacent to our owned route?
- Is it marked by officers?
- Does it improve CP/h, card race, or connector stability?
- Do I have the right comp for this boss/weakness?
- Should I save this attempt for a higher-impact target?
If 3+ answers are âNo,â skip and wait for callouts.
15) TL;DR (One Screen Summary)
- Conquest = 6 guilds, 5 days, highest CP wins.
- Lighthouses (30/h) are premium economy; normals (10/h) are route backbone; relics (5/h) add strategic utility.
- You capture by setting high scores; enemies steal by beating them; decay creates windows of opportunity.
- Adjacency decides what you can attack, so route control is everything.
- Hero/Boat charges refresh every 24h.
- The key bank can give extra keys.
- Bonus Cards give +100/h each and can swing the score in your favor.
- Use filters (Boss/Decay/Markers) every day.
- Stable routes + timed pushes beat random aggression.