The Tundra is seemingly quiet as snow gently falls to the ground. Your Troops and workers are in the Cookhouse finishing their meals when suddenly the sky turns red and the sound of foghorns fills the air.
A scout makes their way to the edge of the city to see where the commotion is coming from. To everyone’s dismay, you learn that Crazy Joe has come by for a visit to not only terrorize your city, but the cities of your Alliance Members as well.
Crazy Joe is one of my favorite events in Whiteout Survival, simply because of how easy it is to master and how impressive the rewards are from ranking high.
Although Crazy Joe was very confusing at first, as soon as I was aware of the mechanics I consistently ranked in the top 20; even though I’m not in the Top 100 for Power. Though a player’s Power can help get a leg up in the event, as my rankings show, a lot of your score is heavily based on your understanding of the event and more importantly, how co-ordinated your Alliance is.
Today, I’ll run you through everything you need to know when completing the Crazy Joe event, including tips and tricks on how to secure top rankings.
HOW OFTEN DOES CRAZY JOE APPEAR?
Crazy Joe is an event that takes places every other week and lasts for 3 days. During these three days, Alliances can activate the event twice, once on the first day and once on the third day.
The schedule for Crazy Joe is not obvious for first time players, and I’ve sadly fallen into the trap of not realizing that the event happens twice per occurrence.
Essentially, the schedule goes as follows:
Day 1: Activate Crazy Joe
Day 2: Claim Rewards
Day 3: Activate Crazy Joe
Event Ends: Claim Rewards
If an R4 or R5 forgets to activate Crazy Joe on one of these days, the rewards will be lost and unrecoverable.
WHAT ARE THE DIFFICULTY LEVELS IN CRAZY JOE?
There are a total of 11 difficulty settings for Crazy Joe and each time an Alliance is successful at completing Crazy Joe, the next tier will be unlocked. Though a new tier is unlocked, it doesn’t mean that you should raise the difficulty, as you will need to ensure that your Alliance has strong enough Troops to defend against the waves.
Difficulty settings will alter the level of the troops sent by Crazy Joe, thereby making damage more impactful. While this means that players can score higher points each wave, there are cases where Alliances can score higher points on lower difficulties because they simply defend better.
In most cases, if Alliance Members are steadily levelling up at the same speed, there should be no reason to halt progress. But, if there is too much variance between the level of your teammates, you may want to hold off increasing the difficulty too quickly.
It is best to keep note of how many players have their cities breached each time you run the event, and only raise the difficulty if there’s over an 80% success rate. Although I understand the desire to raise the difficulty each time, this can jeopardize all alliance members.
While I’ll cover more on the strategy behind Crazy Joe, the core piece of advice I can give is always think about the event as full alliance activity, as one player will not be able to carry the whole event.
WHAT HAPPENS DURING CRAZY JOE?
For the most part, Crazy Joe is a completely passive event and only requires players to garrison other Alliance members. While it is not necessary for players to remain online during the Event, there are some benefits to doing so.
When Crazy Joe is enabled, a wave of enemies will be deployed every few minutes. These waves will target:
- All Alliance Members
- Online Alliance Members
- The Tundra HQ (or the Icefield HQ if the Tundra HQ is not built)
Waves are predetermined and will always be the same each time the event takes place. This means that players can pre-plan their strategies, especially if they are trying to maximize their points.
Waves go as follows:
WAVES 1-6
All Alliance Members will be attacked
WAVE 7
Only online alliance members will be attacked
WAVES 8-9
All Alliance Members will be attacked
WAVE 10
The Tundra HQ (or Icefield HQ if the Tundra HQ is not build) will be attacked
WAVE 11-13
All Alliance Members will be attacked
WAVE 14
Only online alliance members will be attacked
WAVE 15-16
All Alliance Members will be attacked
WAVE 17
Only online alliance members will be attacked
WAVE 18-19
All Alliance Members will be attacked
WAVE 20
The Tundra HQ (or Icefield HQ if the Tundra HQ is not build) will be attacked
THE THRESHOLDS/BREAKPOINTS FOR EACH DIFFICULTY OF CRAZY JOE
As we all should know by now, Whiteout Survival isn’t the most straight forward game when it comes to power rankings and damage. Whether it’s Exploration, Hunting Beasts or taking down Polar Terrors, just because something appears to be stronger than you, doesn’t mean you cannot take it down.
So, keep that in mind when you are looking at the following breakpoints, as they cannot be taken completely at face value.
Before we start, there are a few things I would like to note:
- All Difficulties send T1-T10 Troops
- Each step up in difficulty is about a 10-13% increase
- You do not need Troops in your base to get the Maximum Self Defense Points
DIFFICULTY LEVEL 1
Maximum Troops sent to bases: 173,601
Maximum Troops sent to HQ: 241,494
DIFFICULTY LEVEL 2
Maximum Troops sent to bases:194,082
Maximum Troops sent to HQ: 269,986
DIFFICULTY LEVEL 3
Maximum Troops sent to bases: 216,985
Maximum Troops sent to HQ: 301,846
DIFFICULTY LEVEL 4
Maximum Troops sent to bases: 242,591
Maximum Troops sent to HQ: 337,463
DIFFICULTY LEVEL 5
Maximum Troops sent to bases: 271,216
Maximum Troops sent to HQ: 377,285
DIFFICULTY LEVEL 6
Maximum Troops sent to bases: 303,222
Maximum Troops sent to HQ: 421,806
DIFFICULTY LEVEL 7
Maximum Troops sent to bases: 339,003
Maximum Troops sent to HQ: 471,579
DIFFICULTY LEVEL 8
Maximum Troops sent to bases: 379,003
Maximum Troops sent to HQ: 527,225
DIFFICULTY LEVEL 9
Maximum Troops sent to bases: 423,726
Maximum Troops sent to HQ: 589,439
DIFFICULTY LEVEL 10
Maximum Troops sent to bases: 473,725
Maximum Troops sent to HQ: 658,991
DIFFICULTY LEVEL 11
Maximum Troops sent to bases: 529,624
Maximum Troops sent to HQ: 736,753
*Data provided by Raven0710, BLACKLOTUS, JohanG2012 and WhyBanditWhy
HOW DO YOU SCORE THE MOST POINTS IN CRAZY JOE?
Scoring points in Crazy Joe can be pretty confusing, since there are a good number of factors that affect it. Though the concept for scoring points is extremely straight forward, the difficulty and the configuration of your alliance members will heavily impact how many points you get.
The following are the most important tips:
- Keep your best Heroes in your Barricade.
- Ensure the first slot is filled with a Hero that has Defensive Expedition Skills, the best Hero is typically Sergey.
- The other two slots can be filled with your highest two Heroes as you will want other Defensive Heroes in Alliance Member’s Embassies.
- Do not leave any of these slots empty as it may jeopardize your success
- Send all of your Troops to protect other Alliance Members. You score more points for protecting others, and players who protect you will score more points when you have no Troops in your base.
- In the late game, you will have more Troops than your Marches can handle, meaning you will need to keep Troops in your base. If this is the case, you should prioritize sending out Infantry and then Lancers as they score the highest defense points. Leave your Marksmen in your base.
- Infantry score the highest Defense Points, then Lancers and Marksmen score the least points. This will also depend on the level of each troop.
- When sending out Garrisons, your first Hero matters, similar to joining Rallies. Best Heroes in first slot include:
- Natalia
- Sergey
- Zinman (post rework)
- Patrick
- Wally Bokan
- Ling Shuang
- If you have any low level Troops that you have not yet promoted, hide them in a Banner. Sending them to another player or leaving them in your base will be more of a hindrance than a help.
- Under no circumstance should you heal or finish training troops during this event. This will return Troops to your base and will reduce the number of points your teammates can acquire.
- Cities can only fall twice before no more attacks are sent their way. This means if someone you are Garrisoning falls twice, you will no longer collect points from them.
- If your base falls once, shout it out in Alliance (AC). Any players who are Garrisoning a base that has fallen twice will want to move their troops to your base to ensure you do not fall twice.
- If you are not online during the event, I recommend looking at your personal reports to see if you or any of your allies fell during the event. This information is extremely helpful for R4s and R5s as it can let them know which players need more protection or whether the difficulty is too high.
CAN YOU USE A SHIELD DURING CRAZY JOE?
Although a player can put up their Shield during Crazy Joe, it will not prevent any damage. There is absolutely no benefit to shielding during the event, as the shield will not provide damage mitigation or prevent your city from burning.
REWARDS FOR CRAZY JOE
There are two types of Rewards for Crazy Joe, one is for your personal defense score and the other is based on the defense ranking of your Alliance.
Your personal defense score is going to be the most game-changing as it gives much more rewards.
Note that rewards aren’t based on thresholds that you meet, and instead are provided based on your ranking against other players in the State. This means that you will always want to be completing the highest difficulty available to your Alliance and will always want to be as strategic with your Garrison as possible.
Most notable rewards include:
- Polishing Solution
- Hardened Alloy
- Alliance Tokens
Quite frankly, it’s the Polishing Solution that is the most notable, as this will be the primary source of the resource if you do not have access to Foundry or your Alliance is doing poorly in Alliance Championship.
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