What it is
A clan tournament in a Greek-myth skin, and the widest one on the calendar. Your clan is matched against two others in a division of three, and for five days running a different job opens at each reset: a clan raid, a solo hero fight, a scramble to mine lava, a day down in the crypts, and a three-captain epic to close it out. Everyone plays their own goals, every goal feeds one clan total, and the top of your division takes the prizes.
The shape is the whole strategy. Each day rewards a different kind of account, so no single player is good at all five, and a clan with a bit of everyone scores on more days. To enter, a clan has to be player-created, hold its own Clan Capital, and field at least 55 members, and the event doesn't run in the closed peace kingdoms that never see cross-realm play.
There's one reason to turn up even on a day that doesn't suit you: the crypts on Day 4 are the only place in the game enchantments come from.
How it scores
Everything you do lands in three places at once.
The points you score on your personal goals in each trial roll up into one clan total, and the division is three clans deep.
Each stage's personal goals pay Scrolls of Olympus into the event's own pass, with a free track and two paid tiers (Heroic and Mythic). You don't need to buy in to climb or to help the clan.
Goals and the pass also pay Winged Drachmas, the shop currency. Leftover coins carry to the next Trials, so nothing you bank is wasted.
Two rules sit under all of it. Your personal goals scale to your troop level, so a bigger account gets harder goals for bigger rewards, and any goal reward you don't claim vanishes at the daily reset. Clear your sheet before the day turns over.
Rank points only count for players who were in the clan when the tournament started. Change clans mid-event and you'll still earn personal rewards, but you can't add a point to a clan total until the next Trials begins.
Talents go in before you start
You get 25 talent points to spread across the five trials, and you set them once, before the event starts. The boost only lands on goals you finish after you confirm the split, so anything you clear first gets nothing. Set them before your first hit on Day 1.
There's no single best split: it depends on how you'll play across the five days. From our runs in K318, points on Day 3 (the fountains) and Day 4 (the crypts) seem to matter less, so the Battle Atlas recommendation is to put most of them on Days 2 and 5, the days you fight epic monsters on your own. The clan has talent points of its own as well, and the Leader sets those for everyone at the start.
The five days
One stage opens per day, at the daily reset. Here's the whole run, then each day in turn.
| Day | Stage | You send | It pays |
|---|---|---|---|
| 1 | Trial of the Chimera | A clan raid | Tournament + experience |
| 2 | Trial of the Basilisk | Your Hero, alone | Tournament + Valor + experience |
| 3 | Lava Fountain Trial | Your highest-Leadership march | Lava Oil, and Lava Seals |
| 4 | Trial of Tartaros | Carter, and only Carter | Enchantments and Olympian Sigils |
| 5 | Trial of Briareus | Up to three Captains | Tournament + Valor + experience |
Day 1 · The Chimera raid
The event opens on an epic Chimera squad you can only hit as part of a Raid. One player calls the raid and picks how long it gathers, up to five of you send troops in, and when the timer runs out the raid marches together. Anyone still on the road is left behind. It's the one epic stage that pays no Valor, only tournament points and experience.
Points come from kills, not damage, so a raid that doesn't kill anything scores nothing, and a raid with empty seats mostly dies. Your share follows how much your troops add to the raid. Two styles to test:
Short rapid-fire raids on a 2-minute timer, lots of them, costly but quick, and strong-stack raids on a 5-minute timer that give everyone time to send the right troops.
One each, no Hero. Hercules first, since his bonus is built for epic monsters. Amanitore next, but her raid bonus only helps her owner's troops, so bring her if it beats your Hercules. Then Cleopatra, and Aydae if you have none of these.
Guardsmen from your top two tiers, in every troop type, with more of the lower tier than the top so the cheap layer takes the losses. Then all your mercenaries and monsters. No spies, no catapults.
The Ghostflame Lantern (your whole army stronger against epic monsters), then the Fan of the Five Winds and the Ifrit Lord's Belt for army strength. Max your captain's abilities and wear your best gear.
Why every troop type. The Chimera's squad has an answer for each of yours.
| Monster | Strong against |
|---|---|
| Harpy | Melee, +80% |
| Chimera (the boss) | Mounted, +45% |
| Centaur | Ranged, +60% |
| Satyr | Flying, +50% |
Bring only melee and the Harpy's bonus lands on your whole stack. Spread across every type and each monster's bonus only reaches part of it. Tap the Chimera on the map before you send to check the numbers for your level.
Call one raid of your own, slowly, and build the stack you want. Then send the troops you don't want to reinforce a fort (a fort, not the Clan Capital, which turns reinforcements away), so they're out of your way. Now your exact stack is ready whenever you join a raid. Recall them when you're done with the Chimera.
Day 2 · The Basilisk, hero only
A solo fight: an epic Basilisk squad you can only march on with your Hero leading. It pays tournament points, Valor and experience, and it's a clean chance to level your Hero. Send the same kind of stack as the Chimera (guardsmen from your top two tiers in every type, plus mercenaries and monsters), and check its squad card on the map first.
Clear every one of your Basilisk personal goals and you unlock a sixth Lava Fountain for Day 3. Since Day 4 runs entirely on the oil you mine, that extra fountain is one of the best-value goals in the event.
Day 3 · The Lava Fountain scramble
The gate to Day 4. You place your own Lava Fountains and mine them for Lava Oil, and Day 4's crypts run on nothing else. You get five placements (six if you cleared the Basilisk), but only two can stand at once.
Each fountain has two phases. While it can still be attacked, hold it with your strongest battle captain and your specialists. Once its attack limit is maxed out, nobody can hit it anymore, so swap that march out and send Stror to do the mining.
You reach a rival's fountain through Lava Portals, which only lead to fountains, stay open for 5 minutes, and run out. Clanmates can march through a portal you open, so one portal can carry several of you. In a busy clan, that's the day's real coordination job: use a portal that's already open before you burn your own, post yours when you open it, and don't park on a clanmate's fountain by mistake (the land around a Clan Capital gets crowded fast).
Day 4 · Tartaros, Carter's day
Now you spend the oil. The Crypts of Tartaros open for this stage only, on the watchtower's crypts-and-arenas filter under "others." They cost Lava Oil instead of Tar, so the craft is spending as little of it per crypt as you can.
Send only Carter, so no other troops burn oil on the trip, and open only a crypt you can clear in a single run, because a half-done crypt can be taken by a rival and the oil goes with it. Go as high a level as you can clear: better enchantments, more experience. Each crypt drops a clan chest, an Olympian Sigil toward the stage, and enchantments you can't get anywhere else. It's the same crypt craft you'd use any week, run on oil.
Day 5 · The Briareus epic
The finale is a three-captain epic, no Hero, the way Arachne's Swarm lets you bring a full trio. Briareus stands in only four stacks, so you clear it faster and bank more experience than on the Swarm. Run two fighters and one captain you're leveling, never three you only want to level, and bring every troop type again with mercenaries and monsters behind them.
It's also the day the tournament lets you catch up: Briareus carries extra goals meant to close the gap in the standings. And it's the priciest stage, because troops that fall here only come back with Gold or Sacred Potions, the same price Doomsday charges. Keep silver and potions in reserve, and spend the resources from your Day 4 chests here.
How to play it
- Set your talents before your first hit. Once, for the whole event. Put most of them on Days 2 and 5, the solo epic fights.
- Fill raids on Day 1. Join a gathering raid before you call your own, and cancel one that won't fill. A raid needs five and the right stacks to score.
- Bring every troop type to the epics. Guardsmen from your top two tiers, more of the lower one, then mercenaries and monsters. Each epic squad has a monster built to beat each type.
- Finish your Basilisk goals on Day 2. That's the sixth fountain on Day 3, and Day 4 lives on Day 3's oil.
- Clear space before Day 3 and mine with Leadership. Two fountains at once, your best battle captain, high-tier guardsmen. Share portals.
- On Day 4, send Carter alone and stay inside one run. Oil is the bottleneck.
- On Day 5, two fighters and one to grow. Keep gold, silver and potions back for the losses.
- Claim before every reset. Unclaimed goal rewards don't carry over.
Ways to play it
Nobody plays all five days at full tilt. Pick the shape that fits your week.
You're around a lot on Day 1. Keep a stack parked and ready, and fill raids all day. Best for active accounts with Hercules or Amanitore.
You can't be online when the clan is. Lean on Day 2, where the Basilisk is all yours, and clear every goal for the sixth fountain. Best for busy players.
You've built Carter. Days 3 and 4 are yours: mine every fountain, then spend every drop of oil on clean single runs. Best for players chasing enchantments and the Torch.
You can afford losses. Save resources for Briareus, bring two strong fighters and one to level, and chase the catch-up goals. Best for big accounts with potions to spare.
Deeper in
The Hermes' store, and what to actually buy
The store runs on Winged Drachmas, and how much of it you can see runs on Hermes' Loyalty, a clan-wide level raised through the event's Battle Pass. Loyalty unlocks more shelves at 100, 300, 500 and 800, and it resets every tournament, though the Drachmas carry over. So take the clan chests first, then hold your coins until the 300 tier opens.
The Olympus City skin costs 13,000 Winged Drachmas and gives a permanent +25% army strength that stays even if you take the skin off. Expect to save across events for it. After that, Zeus' Lightning fragments and dragon orbs are worth the coins. Keys, artifact experience and the "Olympus bottles" are not.
The two artifacts worth the event
The prizes people actually turn up for are a pair of artifacts you can't win anywhere else.
The best crypting artifact in the game and Carter's centerpiece. Its fragments come only from this event: about 25 to a player directly, the rest by clan placement (roughly 1,500 to the winning clan, 750 to second). Fully built it reaches +360% crypt exploration efficiency.
A combat artifact whose bonus lifts your whole march. Fragments come from Hermes' store, and it takes a lot of them before it pays. Maxed it adds +25% each to leadership, dominance and authority, plus +8% double damage.
What changed at the fountains
The fountain stage used to be a heist: clans seized each other's fountains and stole the oil, and losing a fight meant losing what you'd gathered. All of that is gone. You keep 100% of your oil when you're attacked, enemy fountains can't be taken over, and a fight at a fountain now pays Lava Seals to attacker and defender both, through a side contest called Sealed in Flame. Portals got reworked too: event-only Lava Portals, limited, that lead only to fountains and vanish when the tournament ends. Being attacked went from a loss to a payday. The one thing to watch is your Leadership, because dead troops, not stolen oil, are what slow you down now.
Not yet confirmed
- The Chimera's squad numbers. The table above is one creator's read of the squad card. No calculator or wiki publishes the Chimera, Basilisk or Briareus squads, so treat the bonuses as a guide and check the card in game.
- What Olympian Sigils finally buy you. Each Tartaros crypt drops one and it counts toward the stage, but no source spells out what you redeem them for.
- How many Lava Portals each player gets. Creators report a fixed handful per run; the official update only says they're limited.