Today's orders
Run these every day, in this order. Reset starts at 03:00 UK GMT.
One rhythm, all season. Reset at 03:00 UK - 716's in-game event panel is final authority.
Rescue + pit day. Frozen Rescue: use all 10. Level 1 Ice Pits open around 11:00 Apocalypse Time when the event is live. Engine as normal. Yeti ×2.
Rescue day. Frozen Rescue: 10 more. Engine as normal. Yeti ×2. Claim your chests.
Last rescues + pit day. Frozen Rescue: final 10 - don't waste them. Level 2 Ice Pits around 11:00 AT when live. Yeti ×2.
Engine day. No headline event. Push Greenhouses and Bio Lab. Stockpile for Friday's pit.
The big pit. One Level 3 Ice Pit for the whole server, around 11:00 AT when live. Coordination wins it.
Stock up. Engine, Glory, Snowman. Bank fuel. Tomorrow is Yeti day.
Yeti day. Five rewarded Yeti opportunities instead of two. Rally plan goes out in alliance mail. Don't waste one.
Community video by a Season 2 creator - watch it once, then run ours.
RESISTANCE = ACCESS
More Resistance → stronger monsters unlocked → better rewards → faster upgrades → more Resistance. Fall behind this loop in week one and you chase compounders all season.
Two systems, same word, different worlds. Season Mastery is the temporary Season 2 skill tree - it resets with the season. Scientific Research is your permanent Laboratory - it carries forever. This is about the first one.

START SUPPORT. 716 DOCTRINE
Support accelerates the things that decide your season ceiling: production, construction, Frost Core gain, Resistance. Combat Mastery is for when the engine exists and the fighting starts.
The pivot: Bio Lab 28 looks like the earliest sensible moment to switch into Combat - reported as enough to keep top-tier Frostbane access after leaving Support. TO VERIFY Don't switch because you hit 28. Switch when a real fighting window - a declared Glory War, contested pits, city fights - makes Combat worth more than another week of compounding. On a quiet week, staying in Support is often the stronger play.
Act II: Compound
The season's second secret: good hunting pays four ways at once - Frost Cores, Snowflakes, Personal Glory and daily task progress from the same kill. Stack the systems below on top of the engine and consistency starts beating spend.
10 rescues a day, Monday to Wednesday - cooperation thaws them faster. Which animal? Choose your bottleneck:

300 Badges a rescue. The default pick for most developing accounts.

Exclusive weapon fragments. Pick when gear is what's holding you back.

Pick when hero skills are starving.

Pick when you need the universal currency.
716 default: 716 DOCTRINE Badges first, unless your account has a louder bottleneck. There is no one universal best answer - that's the point.
THE GLORY CHEST - EVERY 8 HOURS
Season kills don't pay once. Personal Glory rises as you play, and it upgrades a recurring prize: up to three chest claims a day, contents scaling with your Glory. Across a whole season, players who claim on rhythm bank one of the largest quiet reward streams in the game.
Top-tier Glory is reported to lock in a permanent seasonal Resistance bonus. TO VERIFY
Season kills drop Snowflakes; rallies feed it too. The Snowman climbs a 20-level track and the prize at the top is a permanent decoration - one of the few things that walks out of Everfrost with you. Completing the fishing collection is reported to matter for the top-grade version. TO VERIFY
MON-SAT: 2 REWARDED OPPORTUNITIES. SUNDAY: 5.
The redirect trick: Yeti heading for your HQ? Start a rally against it, then cancel. Current evidence says it wanders off elsewhere. Undignified. Effective.
Fishing is the second reward layer: it feeds your Fishing Index and milestone prizes. You can fish in pits your alliance doesn't own - owners just get better odds at the rare catches. Five minutes ago: artillery. Now: fishing. Everfrost is a strange and wonderful place.
A bigger boss walks in Everfrost's back half. Alliance-scale rallies, leadership-run. Details as 716 meets it. TO VERIFY
The economic race you ran in Acts I and II becomes military advantage here. Three buildings turn Resistance into force: the Command Post (seasonal combat progression and gating), the Icy Arsenal (seasonal attack) and the Icy Fort (seasonal defence).
DON'T UPGRADE IT BECAUSE IT EXISTS.
Upgrade a combat building when it solves a real problem or prepares for a real fight - a declared war, a contested pit, a defence you know is coming. Until then, every Core it eats was stolen from your Bio Lab.
AC1 IS THE HEART
An alliance can declare war on yours - and you cannot decline. Prep phase, then battle. Points come from destroying the rival's Alliance Centers and season buildings, and if Alliance Center I falls, the fight can end on the spot. The winner walks away with a serious slice of the loser's Season Points.
After 716 fights its first Glory War, the full tactical playbook gets its own page. Until then: build like Act I, so you arrive at Act III already ahead.
Season 2 heroes 716 CONFIRMED

Front-line power for Assaulter formations.

Built for Shooter lineups.

The Rider pick.
Match the hero to your main formation's troop type. The portrait is not the point; the synergy is.
Heads-up: seen Licia, Liliana or Dodomeki in videos or shops? Next season's trio. Not Season 2. Don't spend as if they're live.
Your edge: attendance + efficiency.
Four Greenhouses producing. Bio Lab always moving. Support Mastery. Every Rescue, every chest, every Sunday Yeti, the Snowman finished. A spender can buy acceleration; nobody can buy back the event you skipped.
Your edge: acceleration. Spend on things that compound.
Current evidence points at Wartime Investment (unlocks the fifth Greenhouse and season-long output) and Season Journey (upgrades rewards you're already earning, including doubling the Glory Chest) as the purchases that keep paying. A production building bought on day one compounds all season; the same purchase in week five never catches up. Nothing here is required. Regional pricing varies - your in-game shop has the real number.
No. It's a fan-made 716 field guide, compiled from verified play on Season 2 servers and cross-checked community sources. Your in-game screen always outranks this site.
The Season 2 stat that decides which seasonal monsters you can fight well. More Resistance, bigger targets, better loot, faster upgrades. It's the season's whole race.
Support first - it builds the engine. Pivot to Combat when real fighting demands it, not because a guide said a number.
Frostbane. Same limited daily reward pool, roughly double the value. Leopards are for tasks that name them.
Your main troop type decides: Assaulter → Bella, Shooter → Alma, Rider → Harleyna. Portrait second, synergy first.
No. The free game rewards attendance and efficiency all season. If you do spend, spend on things that keep paying - see Two Ways to Play above.
Because we only publish what's verified. A wrong number costs more than a missing one - when 716 confirms a figure, it appears here.
Your permanent account: Headquarters, buildings, troops, Scientific Research, heroes (including season heroes you unlocked), their stars, skills and gear - plus permanent decorations like the finished Snowman. The seasonal layer resets: season buildings, Virus Resistance and the seasonal map state.
Five minutes after the artillery stops, you fish in the crater. We don't make the rules; we just win by them.
Monster/enemy - what guides call "NPCs" Apocalypse Time (AT) - the in-game server clock Reset - new game day, 03:00 UK AC1 - Alliance Center I, the war-deciding structure F2P - free to play Season Mastery - temporary S2 skill tree Scientific Research - permanent lab research Fishing Index - the seasonal fish collection log R4/R5 - alliance officers / leader