City Clash in Last War Season 2 is the alliance territory race across the frozen Polar World. Alliances capture Dig Sites to create connected territory, use those routes to reach Cities, and gradually advance toward the central Nuclear Furnace as higher City levels unlock.
Season 2 keeps the basic capture structure from Season 1 but changes the strategic value of territory. Cities now generate
Rare Soil, provide heat to their surrounding area, and contribute useful alliance buffs. Dig Sites replace Season 1 Strongholds and have a fixed ownership limit, so efficient route planning becomes more important than capturing every location you can reach.
Season 2 City Clash is a route-planning and Rare Soil race. Hold only the Dig Sites needed to reach valuable Cities, prioritize higher-level Cities as they unlock, keep enough seasonal resistance and heat for the colder central map, and plan all six City slots before filling them with low-value territory.
How Season 2 City Clash Works

When
Season 2 begins, alliance territorial expansion starts again on the new frozen map. Your alliance must first establish territory through a
Level 1 Dig Site.
The basic progression is:
- Capture a Level 1 Dig Site.
- Extend through connected Dig Sites and Cities.
- Reach an unlocked City with adjacent alliance territory.
- Have R4 or R5 declare war.
- Reduce the City’s Durability to zero during the siege window.
- Use the captured City for Rare Soil, heat, buffs, and further territorial expansion.
- Repeat as higher-level Cities open toward the center.
Territory can expand from both owned Cities and Dig Sites. Season 2 also recognizes corner connections between eligible territories, giving leadership more route options when planning the map.
Season 2 City Unlock Schedule
City levels open gradually over the first four weeks. The active capture time normally begins around 12 hours after the listed season day starts, so check the City Clash countdown before scheduling members.
| Season Day |
City Level |
Location Type |
| Day 3 |
Level 1 |
Village |
| Day 6 |
Level 2 |
Town |
| Day 10 |
Level 3 |
Factory |
| Day 13 |
Level 4 |
Train Station |
| Day 17 |
Level 5 |
Launch Site |
| Day 20 |
Level 6 |
War Palace |
| Day 28 |
Level 7 |
Nuclear Furnace |
This produces a Wednesday/Saturday-style progression for the normal Cities before the central Nuclear Furnace becomes available at the end of Week 4.
Season 2 Dig Sites Explained
Dig Sites replace the territory Strongholds used during
Season 1. They connect your alliance’s path across the map and also generate seasonal resources.
Important rules include:
- An alliance can hold a maximum of 4 Dig Sites.
- Capturing Cities does not increase that four-site limit.
- An alliance can complete up to two new Dig Site captures per day.
- Your first territory must be an eligible Level 1 Dig Site.
- Further targets must connect to existing alliance territory.
- Season 2 does not allow cross-Warzone Dig Site captures.
The fixed four-site cap is one of the biggest differences from Season 1. As your alliance advances, leadership will often need to abandon older low-level Dig Sites to free slots for better locations closer to the center.
Dig Site Defenders and Counters
Neutral Dig Sites are protected by Mutant Beasts associated with different vehicle types:
| Defender |
Type |
Preferred Counter |
| Mutated Bear |
Missile |
Tank |
| Mutant Gorilla |
Aircraft |
Missile |
| Mutated Mammoth |
Tank |
Aircraft |
If most members developed Tank formations, choosing an early route through Bear-defended Dig Sites can make the opening expansion easier.
Dig Site Capture Progress
Capturing an unoccupied Dig Site has two stages. First, the alliance defeats the Mutant Beast. After that, members reinforce the location and build capture progress toward 100%.
The capture attempt can run for up to four hours. Stronger reinforcing squads increase progress faster, with up to ten squads reinforcing the Dig Site under the standard Season 2 rules.
Once captured, the Dig Site enters a protection period. Leadership should use that time to prepare the next route rather than waiting until the protection expires to decide where to go.
Virus Resistance and Rally Leaders
Mutant Beasts and seasonal siege combat use a resistance mechanic, so raw Squad Power alone is not enough.
One useful Season 2 rally rule is that the
rally leader’s Virus Resistance can raise the effective resistance of members who have less. A member whose own resistance is already higher keeps their higher value.
This makes your highest-resistance player an important rally leader when pushing difficult Dig Sites early.
Do not automatically use the player with the highest displayed Squad Power. For difficult Mutant Beasts, a strong player with higher seasonal Virus Resistance can improve the effective resistance of lower-resistance rally members and help the alliance advance earlier.
Season 2 City Capture Rules
Once your territory reaches an unlocked City, R4 or R5 can declare war.
| Rule |
Season 2 |
| Maximum owned Cities |
6 |
| Daily City declarations |
Up to 2 |
| Simultaneous City wars |
1 |
| Siege window |
1 hour |
| Territory requirement |
Connected adjacent Dig Site or eligible territory |
| Cross-Warzone City captures |
Not available in Season 2 |
After capture, the City receives a protection period that commonly lasts about six days and can extend toward seven depending on the timing of the next declaration window.
If your alliance abandons a City, the existing protection timer does not simply reset. Re-declaring on territory you recently abandoned can also involve an additional waiting period, so do not drop Cities casually.
How to Capture a City Efficiently
1. Position Before the Shield Drops
Move active members close to the target before the City opens. Short marches allow each player to attack the City repeatedly and return faster.
2. Declare Immediately When Ready
R4/R5 should have the route, target, and attendance confirmed before the window starts. Do not spend the first part of the siege debating which City to attack.
3. Clear Any Defenders
If another alliance controls the City, strong members should concentrate on removing defending squads and reinforcements.
4. Spam Durability Attacks
Once the defensive problem is solved, City Clash becomes a durability race. Send available marches repeatedly until the structure reaches zero.
For an undefended City, solo marches are normally faster than waiting for long rally timers because many alliance members can hit simultaneously.
5. Control Temperature
Season 2 becomes colder toward the center. Higher personal temperature can improve your effectiveness in frozen territory, while insufficient heat can cause severe operational penalties.
Before relocating to a Level 5 or Level 6 area, make sure your
High-Heat Furnace and other temperature bonuses can support the local conditions.
Why Cities Matter More in Season 2
Season 2 Cities provide three major strategic benefits beyond map ownership:
- Rare Soil generation for seasonal alliance progression.
- Heat across the surrounding City territory.
- Alliance buffs tied to the specific City.
This means City value depends on more than level. Two Cities of the same level may provide different resource or development buffs, so leadership should inspect each target before declaring.
City Rare Soil Production
| City Level |
Rare Soil per Hour |
| Level 1 |
350 |
| Level 2 |
400 |
| Level 3 |
450 |
| Level 4 |
800 |
| Level 5 |
900 |
| Level 6 |
1,000 |
The jump from Level 3 to Level 4 is especially significant, making higher-level Cities increasingly important once they unlock.
Dig Sites also produce smaller amounts of Rare Soil, ranging from 100 per hour at Level 1 to 150 per hour at Level 6 under the standard Season 2 values.
City Heat Bonuses
Captured Cities activate heat across their territory. Higher levels provide more warmth:
| City Level |
Territory Heat Bonus |
| Level 1 |
+5°C |
| Level 2 |
+20°C |
| Level 3 |
+30°C |
| Level 4 |
+40°C |
| Level 5 |
+50°C |
| Level 6 |
+60°C |
This becomes increasingly important because the map gets colder toward the center. Level 6 territory can sit around extremely low environmental temperatures, making City heat, individual furnaces, and the Alliance Furnace strategically valuable.
Best City Buffs to Target
Season 2 Cities can provide alliance-wide bonuses related to resources and account development. Examples across the map include:
- Food production.
- Iron production.
- Coin production.
- Gathering speed.
- Construction bonuses.
- Training bonuses.
- Healing bonuses.
- March Speed.
Higher-level Cities generally provide stronger buffs. Level 6 War Palaces are particularly attractive because their bonuses can affect major account-development or combat-support systems.
Do not select a City from its level alone. Compare its buff, Rare Soil generation, position, and the route it opens.
Best Six-City Strategy
Because an alliance can hold only six Cities, leadership should think ahead before the first capture.
A practical progression approach is:
- Use Level 1 Cities to escape the starting area.
- Replace low-value territory as stronger Cities become available.
- Prioritize routes leading toward Level 4–6 Cities.
- Choose buffs that benefit the alliance’s current progression needs.
- Secure enough central territory for the Nuclear Furnace phase.
- Avoid trapping the alliance behind six Cities that no longer support the intended route.
The ideal final six depend on your map position and competition from neighboring alliances.
Season 2 City Clash vs Season 1
| Mechanic |
Season 1 |
Season 2 |
| Connector Territory |
Military Strongholds |
Dig Sites |
| Dig/Stronghold Limit |
Expanded through City ownership |
Fixed at 4 Dig Sites |
| Maximum Cities |
Different home/foreign limits |
6 total |
| Cross-Warzone City Capture |
Becomes part of late-season warfare |
Not available |
| City Seasonal Resource |
Alliance Influence focus |
Rare Soil production |
| Environmental Mechanic |
Crimson Plague |
Extreme cold and heat management |
| Central Objective |
City of Apocalypse / Capitol |
Nuclear Furnace |
The biggest strategic change is that Season 2 separates normal City Clash from its cross-server war. You do not invade foreign Warzones to steal their Cities. Cross-server conflict instead centers on
Rare Soil War and the Alliance Furnace.
How City Clash Affects Rare Soil War
Rare Soil War begins in Week 4. By that point, the Cities and Dig Sites your alliance owns have already been generating Rare Soil.
Rare Soil determines seasonal alliance positioning and becomes the resource at risk during cross-server Furnace battles. An attacking alliance that wins can plunder part of the defender’s stockpile, while the defending alliance protects its accumulated Soil by keeping the Alliance Furnace alive.
This makes early City Clash performance important even though cross-Warzone City captures do not exist. Strong territory gives you a larger Rare Soil foundation before the PvP redistribution phase begins.
The Nuclear Furnace on Day 28
The
Nuclear Furnace is Season 2’s central Level 7 objective and replaces the traditional central Capitol-style target on the frozen map.
It unlocks around Season Day 28 after Level 6 War Palaces have already been available for about a week.
The Nuclear Furnace also connects to a later server-wide reactivation phase. Once the objective is captured, players work toward restoring it, with the broader goal of increasing warmth across the Polar World.
Leadership should therefore treat the Level 6 route as preparation for the Nuclear Furnace rather than the end of City Clash.
Central City routes move into increasingly cold territory. Before ordering members to relocate beside a high-level City or Nuclear Furnace route, make sure their personal Furnace progression and alliance heating support can keep them operational.
Best R4 and R5 City Clash Strategy
Map the Route Before Day 1
Identify which Level 6 City your alliance ultimately wants and work backward through the required Cities and Dig Sites.
Use the Four Dig Site Slots Carefully
Drop obsolete Dig Sites as the alliance advances. Keeping a Level 1 connector with no future purpose can prevent you from capturing a useful higher-level site.
Prioritize Higher Rare Soil Income
Once Level 4–6 Cities unlock, their increased Rare Soil production makes replacing less useful early Cities more attractive.
Schedule Around Attendance
The City itself may fall quickly when undefended, but contested territory requires strong participation. Schedule important declarations when rally leaders and enough ordinary members can be online.
Coordinate With Your Warzone
Season 2 eventually divides servers into factions for Rare Soil War. Unnecessary conflict between alliances on the same Warzone wastes troops that will be needed against cross-server opponents later.
City Clash Rewards

Successful first captures provide several reward types:
- General rewards for alliance members.
- Additional rewards for players who participate directly.
- Loot chests distributed through alliance leadership.
- City buffs after occupation.
- Rare Soil generated continuously while the City is controlled.
Players competing for individual City damage can improve their contribution by positioning close to the City and using multiple available marches. For alliance success, however, securing the City quickly matters more than internal damage rankings.
Common Season 2 City Clash Mistakes
- Capturing Dig Sites randomly: You only have four slots, so every connector should serve a route.
- Expecting Cities to add Dig Site capacity: Season 2 keeps the Dig Site maximum fixed at four.
- Filling all six City slots too early: Higher-level Cities provide better Rare Soil and potentially better buffs.
- Ignoring temperature: Central-map cold can disrupt players who relocate without enough heat.
- Ignoring resistance: Seasonal defenders and siege mechanics still punish underprepared squads.
- Using only rallies on an empty City: Fast solo march spam is better for durability when defenders are gone.
- Declaring before the alliance arrives: The siege window is limited to one hour.
- Ignoring City buffs: Two same-level Cities can provide very different strategic value.
- Looking for foreign Cities to capture: Season 2 cross-server warfare targets Rare Soil through Furnace battles instead.
- Treating Level 6 as the final goal: The Nuclear Furnace becomes available on Day 28.
Optional Faster Starting Point
Season 2 City Clash rewards developed squads, high
troop tiers, strong research,
Drone progression, and solid seasonal preparation. Players who prefer starting from a more established position can browse
Last War accounts for sale on Heaven Guardian. When comparing Season 2 accounts, check the server stage, main formations, troop tier, Furnace development, seasonal resistance, and alliance situation rather than relying only on total Power.
FAQs
When does City Clash start in Season 2?
Level 1 Cities begin opening on Season Day 3, with the actual capture window controlled by the countdown shown in the City Clash interface.
How many Cities can an alliance own in Season 2?
An alliance can control up to six Cities under the standard Season 2 rules.
How many Dig Sites can an alliance own?
The Season 2 limit is four Dig Sites. Capturing additional Cities does not increase this limit.
How many City declarations can you make per day?
An alliance can make up to two City declarations per day, but only one City war can be active at a time.
Do Season 2 Cities generate Rare Soil?
Yes. City production ranges from 350 Rare Soil per hour at Level 1 to 1,000 per hour at Level 6 under the standard Season 2 values.
Do Cities provide heat?
Yes. Captured Cities warm their surrounding territory. The bonus increases from +5°C for Level 1 to +60°C for Level 6.
Can you capture Cities in another Warzone during Season 2?
No. Season 2 removes cross-Warzone City and Dig Site captures. Cross-server competition instead takes place through Rare Soil War.
When do Level 6 Cities unlock?
Level 6 War Palaces unlock around Season Day 20.
When does the Nuclear Furnace unlock?
The central Level 7 Nuclear Furnace becomes available around Season Day 28.
What is the biggest Season 2 City Clash priority?
Plan your territory route around the four-Dig-Site and six-City limits. Higher-level Rare Soil production, useful buffs, sufficient heat, and access toward the Nuclear Furnace are more important than capturing territory simply because it is available.
Conclusion
Last War City Clash Season 2 rewards alliances that treat territory as a limited strategic resource. Dig Sites are your connectors, but you can hold only four, while the six-City limit forces leadership to decide which locations are actually worth keeping as stronger levels become available.
Prioritize Cities that improve Rare Soil income, provide useful buffs, warm important map areas, and maintain the route toward Level 6 War Palaces and the Nuclear Furnace. At the same time, keep the alliance’s Furnace, resistance, and temperature progression moving so members can operate effectively as the battlefield becomes colder toward the center.
For more Polar Storm walkthroughs, alliance strategies, and seasonal progression guides, explore our
additional Last War Survival guides.