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Classification: Defensive
Members: Entire faction
All Members – Every faction member participates in this play. There are no exceptions.
Identify when the enemy faction is actively building a chain and approaching a bonus hit threshold (e.g., 10, 25, 50, 100, 250, 500, 1000 ...)
All faction members must ensure they cannot be attacked by:
Flying – Members should take a flight and immediately fly back out within 15 seconds if they land
Staying Hospitalized – Members already in the hospital should remain there instead of healing
Total Evacuation: At the designated moment, every faction member must either:
Take a flight and ensure they stay airborne
Remain hospitalized and avoid healing
No Engagement: Unlike other plays, no faction members should attempt attacks or make hits during Chain Breaker—the goal is complete target denial
Force a Chain Drop: With no available targets, the enemy must choose between:
Breaking their chain by running out of time
Hitting an outside target and missing the bonus respect
Denying chain bonuses to the enemy, weakening their war momentum
Shutting down aggressive factions who rely on chaining to win wars
Stalling for time to regroup, heal, or set up a counterattack