
Whiteout Survival Experts

Whiteout Survival Gem Spending Guide
Whiteout Survival Crazy Joe Event Guide
Crazy Joe Event Guide – Whiteout Survival
Overview
Crazy Joe is an Alliance event where players can earn materials to enhance Chief Gear. Joe sends up to 20 waves of bandits to attack Alliance members. The more waves you successfully defend against, the better your rewards.
Key points:
If you fail to defend twice, Joe will stop attacking you.
You can reinforce allies to score extra points.
When all allies fail twice, the challenge ends.
Important Notes:
Shields don’t work during this event.
No resources are lost when defeated.
Wave 7, 14, 17: Only a few members are targeted — reinforce those bases.
Wave 10 & 20: Only the Alliance HQ is targeted — strongest player should lead the rally.
No points are given for waves that never attack you.
Advanced Rules & Timing
Event runs twice per week — Tuesday & Thursday.
Goal: Survive all 20 waves of Joe’s AI troops.
Defenses are successful if you kill over 50% of the attacking troops.
Points are based on % kills in your city:
100% kills = 100% points for you.
Reinforcing allies gives them bonus points without taking away yours.
Two defeats = you won’t be attacked anymore, but you can still reinforce for points.
R5/R4 can start the event manually or set it to auto-start.
General Strategy for All Players
Track Targets – Watch who Joe’s waves are hitting, especially on HQ waves (10 & 20).
Train Before Event – Use troop training boosts beforehand if you’re not saving them for another event.
Heal Between Waves – Keep troops healthy to maximize defense power.
Reinforce Smartly – Once you’re eliminated, send troops to allies who are still in the fight.
Low-Powered Player Strategy
Focus on defending your own base.
Request reinforcements from stronger members.
High-Powered Player Strategy
Goal: Maximize both your points and your allies’ points.
Send all available troops to reinforce allies as long as you can handle incoming attacks.
Ask allies to send troops to reinforce you.
This creates bonus points for both sides while still giving each player full credit for kills in their own city.
Infantry vs Lancer vs Marksman
Infantry and Lancers are the only troop types that score kills/points in this event.
Marksman will not score any kills or points unless your Infantry/Lancers are completely wiped out.
If you can’t send all troops out of your city, keep Marksman at home and only deploy Infantry and Lancers.
Wave Breakdown – Difficulty 11
(Point values scale by difficulty; numbers below are for reference)
Waves 1–6 – Targets all members.
Wave 7 – Targets online members only.
Own city defense points: 30,600
Reinforcement points: 15,300 (always half of own city defense points)
Waves 8–9 – All members.
Wave 10 – HQ only (see HQ tips below).
Waves 11–13 – All members.
Wave 14 – Online members only.
Own city defense points: 55,800
Reinforcement points: 27,900
Waves 15–16 – All members.
Wave 17 – Online members only.
Own city defense points: 66,600
Reinforcement points: 33,300
Waves 18–19 – All members.
Wave 20 – HQ only.
💡 Tip: From waves 7, 14, and 17 alone, each online member can earn 229,500 points just from city defense.
HQ Rounds (Waves 10 & 20)
Timing is crucial – Wait until wave 19 hits the cities you’re defending before recalling troops. Pulling them too early can cost your alliance major points.
Avoid delays – If members are spread too far apart (or someone’s wandering across the map), wave timing can break, causing delays or out-of-order hits.
Treat it like a defensive rally – Use optimal heroes, troop ratios, and tiers for the best results.
Relaxed approach possible – In practice, HQ defense rarely fails even without perfect ratios, depending on the garrison leader’s stats.
HQ Target Priority – Crazy Joe always attacks the highest-level HQ. If your alliance has unlocked and placed the Tundra HQ, CJ will target it instead of the Icefield HQ.