To farm enemy player bases profitably in Avatar: Realms Collide, scout unshielded targets to confirm that stockpiled resources exceed vault protection limits, clear or bypass defending garrisons, and haul loot back before the defender retaliates. Attacking another city carries steep hospital costs and activates combat flags that leave your own settlement exposed.
Evaluating the Scout Report Before Attacking
Scouting is mandatory before launching an attack. An unshielded city does not guarantee profitable loot or an easy target. When your scout returns, review the report for four key factors:
- Available vs. Protected Resources: Cities have a storehouse or vault threshold that protects a baseline amount of wood, food, stone, and gold. Attackers can only plunder resources stored above this protected ceiling. If a player holds three million food but protects 2.8 million, a raid will yield only 200,000 resources.
- Defending Troop Count: An empty city can be stripped cleanly without combat losses. If the city houses hundreds of thousands of defenders, hospital healing costs can quickly erase the value of the stolen resources.
- Stationed Heroes: High-level defense heroes with combat talents can inflict heavy damage on incoming siege marches, even against smaller defending armies.
- Alliance Reinforcements: Allied players can reinforce friendly settlements. A low-power player may house high-tier reinforcement armies sent by stronger alliance members.
If the lootable yield does not comfortably exceed your projected healing costs, abandon the target.
Minimizing Troop Casualties in City Assaults
City sieges penalize offensive armies significantly more than defending forces. Defenders route wounded units directly to their hospital until capacity fills. Attackers suffer high rates of severely wounded troops on the field, which requires spending resources and speedups to recover.
| Combat Factor | Attacking Army | Defending Base Garrison |
|---|---|---|
| Wounded Mechanism | High ratio of severely wounded troops | Troops route directly to hospital beds |
| Capacity Risk | Hospital beds fill rapidly during chain raids | Excess wounded die permanently once hospital capacity overflows |
| Base Modifiers | Subject to defensive structure debuffs | Receives bonuses from wall durability and hero talents |
| Return State | Marches return slowly when weighed down by loot | Can be instantly reinforced by alliance members |
Prioritize bases with empty garrisons or targets where your power and troop tiers vastly outmatch the defender. If an active garrison must be cleared, lead with your primary combat march to eliminate the defending army in one strike. Sending weak utility or gathering marches against an active defense leads to immediate troop losses.
Managing Wall Durability and Eviction Risks
Every successful siege inflicts fire damage and lowers the target city's wall durability. While on fire, a settlement's defense value continues to tick down over time.
If a city's wall durability reaches zero, the settlement automatically random-teleports across the map. When your goal is resource farming rather than territorial eviction, burning a base to zero durability terminates your farming run early. Only attack the base as many times as necessary to drain its unprotected wealth so the target remains at its current map coordinates.
Optimizing March Load and Raiding Speed
Maximizing loot per trip reduces the number of marches required to strip a target:
- Deploy Load-Boosting Talents: Assign heroes or talents that increase the resource-carrying capacity of each unit in your march.
- Balance Speed and Troop Capacity: Dedicated siege units offer the highest carry weight but travel slowly. Mixing infantry or cavalry maintains adequate travel speed to complete raids before the defender or their alliance can react.
- Send Multiple Marches to Empty Cities: If the scout report confirms millions in unprotected resources and zero defending troops, split your forces into multiple marches. Staggering your attacks strips the city before the player logs on, spends the resources, or activates a peace shield.
Handling War Frenzy and Retaliation
Attacking another player activates the War Frenzy status. While War Frenzy is active, you cannot trigger a peace shield, leaving your own base open to counter-raids.
Before attacking, spend your own surplus resources on construction or research so your remaining reserves sit safely below your vault's protection limit. Target players during off-peak hours when their alliance is less likely to respond. If high-powered allies track your march lines back to your settlement, be prepared to teleport your base to safety.
Free Avatar: Realms Collide Codes
Current active codes and how to redeem them.
COMMUNITY
Player Comments
67 players commented on this guide.
Nice guide. I am checking the other Avatar: Realms Collide articles next.
This saved me time in the early game.
I wish I had read this before upgrading the wrong thing.
I tried this today and it worked better than my old setup.