Police Chief Guides

Intelligence from the field — for the Chiefs who run the toughest precincts.

In-depth tactics, mechanics breakdowns, and event playbooks to help you climb the ranks. Pick a guide below.

Game Update 0.1.97

Seven core buildings can now reach Lv. 55 from State day 154. Electro Level cap rises to 5, with stronger Electro Officers. New Electro Aggregator building gives Electro Cores five times a day. Alliances can now place a Joint Confiscation Point for members. State Showdown Valor Crystal task now gives 144,000 points, up from 40,000.

Published on October 17, 2026

Hero Grades Are Live

Every hero now has an Arena/Patrol grade and a Deploy grade, calculated from the game's own code. Compare all heroes in one table, or by Guard, Biker, and Marksman. Launch offer: use code GRADES for 10% off any membership until October 19.

Published on October 13, 2026

All Guides

37 published
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Coordinated PvE

Vault Trap

Staggered captain rotation strategy for the 30-minute vault assault. Hero picks, rally mechanics, Tranquilizer donations, and how to build your rotation.

v1.2updated 9/17/26
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Free-for-All Event

Oilfield Strike

30-minute oil collection scramble across a 240×240 map. Rewards, the battle timeline, oilfield economics, the tech tree, and the refinery.

v1.1.1updated 6/16/26
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1v1 Alliance PvP

Alliance Training

60-minute building-capture PvP on a fixed battlefield. Event rules, the map and buildings, scoring, and how to prepare for battle.

v1.1.1updated 6/16/26
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Economy & Army

Troop Training & Promotion

Train vs promote, the throughput math, speedup strategy, and which tier to promote first. The actual right answer for end-game players.

v1.1.1updated 6/16/26
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Late-Game Currency

Electro Core

The top-rarity late-game currency: how Electro Levels work, the 7 Electro buildings, officer combat skills, spend priority, and where to farm Cores.

v1.0updated 7/1/26
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Heroes & Roster

Gen 1 Hero Guide

All 13 Gen 1 heroes — classes, traits, scaling ratios, skills, gear, and acquisition. Plus where to focus your investment and how to use Boot Camp.

v1.1.1updated 6/16/26
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Gen 2 Legendaries

Gen 2 Heroes

Three new Legendaries — Samuel, Pamela & Franklin. Full kits (RPG + SLG), exclusive gear, the universal-fragment accessibility win, progression costs, and team comps.

v1.1.1updated 7/2/26
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Epic Heroes

Hikari, Dmitry & Sea-ah

Three free Epic heroes from the Defenders from Afar login event. Two of them are city buildings you never deploy, the ★6/★12/★24 breakpoints, fragment sources, and who is actually worth a march slot.

v1.0updated 9/5/26
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Gen 3 Legendaries

Gen 3 Heroes

Three Legendaries — Marcus, Duke and Lexie — live from State day 112. The 15-draw Lucky Wheel guarantee for Lexie, the 14,850-Diamond Marcus, all seven Duke Fragment channels, the 1.5× power ratio, the twelve march skills, the three exclusive-gear patrol skills, and the only silence in the game.

v1.1updated 9/23/26
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Island & Buffs

Sapphire Bay

Your personal 60×60 island. Tree clearing, the Tiki Bar, supply crates, the full decoration catalog, all 22 buffs, and a phase-by-phase investment plan.

v1.1.1updated 6/16/26
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Limited-Time Event

Wild West

Hunt the Sunset Killer, recruit the Epic hero Rix, and farm Rix Fragments. Rally mechanics, the 50/day cap, reward tables, and a Spur-banking advanced strategy.

v1.1updated 6/18/26
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Press Office Economy

Chief Orders

The six one-shot Press Office buffs. The 120× PD-time trap, the Satisfaction economy, the crime → cash chain, ED vs SC math, and a 4-phase unlock rotation.

v1.0.1updated 6/16/26
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Cross-Server PvP

Joint Escort

Cross-server PvP supply runs: dispatch & raid trucks, the N/R/SR/SSR quality ladder, the 5-permit guaranteed SSR, raiding payouts, and the full reward pool.

v1.1updated 7/10/26
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Pets & Buffs

K9 / Pet System

Five always-on dogs unlocked from Server Day 55. The unlock chain & taming, leveling vs breakthrough, the drilling RNG ratchet, skills, and power-gated Special Operations.

v2.0updated 10/18/26
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Server-Wide Siege

Capitol War

The biweekly alliance siege for the State Capitol and its 4 Cannons. The 3-hour win rule, the Cannons, scoring, becoming Governor, and the full reward streams.

v1.1updated 8/11/26
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Alliance PvE Defense

Mafia Attack

An alliance-wide PvE defense event — 20 waves over ~33 minutes hit every PD and the Alliance HQ. The 5 boss waves that hold ~72% of the points, the wave timeline, scoring & reinforcement, difficulty unlocks, and rewards.

v1.1updated 6/25/26
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Buffs & Mechanics

Dispatch vs Deployment Speed

Two nearly-identical buff names, two very different buffs. What each buff covers, how they stack, the "Rix Effect", and which island building to build first.

v1.0🔒 Members Onlyupdated 6/27/26
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Alliance vs Alliance

Precinct Powerplay

A zero-risk weekly 6-alliance, 3-lane round-robin. How lane battles resolve, points & tiebreakers, lane strategy, the 16-rung league ladder, and rewards.

v1.0updated 7/2/26
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Head-to-Head PvP

Alliance Faceoff

A 6.5-day 1v1 point race between two Top-20 alliances. The truck-run scoring engine, daily chest resets, Victory Points, Star tiers, and the ranking-reward gate.

v1.0.1updated 9/3/26
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Solo + Alliance PvE

Hot Pursuit

A 3-day fugitive hunt: the 50-stage solo ladder, difficulty selection & power walls, the three reward buckets, and Elite Bounty alliance-boss coordination.

v1.0updated 7/11/26
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Cross-Server Sprint

King of the Precinct

A 7-day cross-server sprint where the guaranteed Medal of Honor track — not the four leaderboards — is the real prize. Points-per-action, the medal ladder, castle-tier scaling, and a phase-by-phase stockpile playbook.

v1.1updated 7/30/26
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Solo Points Race

Chief Almighty

A seven-day solo points race that scores one system per day. Per-phase point rates, the PD-bracket ladder trap, the two rank gates, and where to land builds, fragments and speedups.

v1.0updated 9/15/26
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Earn & Spend Event

Storm & Subdue

A 2-day Depleted-Core grind where spend order is the whole game. The Magnetic Thug fight, the fixed-price exchange shop, spend priority, and the auto-convert trap.

v1.1updated 7/24/26
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State vs State War

State Showdown

A two-State war in two ledgers — occupation time wins the Capitol, Points only buy your rewards. Prep-stage scoring economy, the Cannon order, the 3-Level rule, and Field First Aid triage.

v2.2updated 9/5/26
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Alliance League Season

Alliance Mobilization

Two ladders — your League caps the milestone track, your points climb it. The small-tier math that doubles your rate, the free 2-minute reroll, the Diamond ladder, and the demotion floor.

v1.0updated 8/9/26
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Solo Stage Ladder

PD Assessment

Six audits of six separate investments — your army, buffs and consumables count for nothing. The multiplicative theme buff, the marginal-return math, and why you only ever park on a stage ending in 0.

v1.0updated 8/20/26
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Hero Gear Endgame

Mythic Gear

Legendary gear pushed past Lvl 100 through six Empower milestones. The real 50-piece cost, the permanent reforge lock, and why four slots at +20 beat one slot at +100 three to one.

v1.0updated 9/3/26
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Timed Spending Event

Port Inspection

A 25-container freighter loop where the guarantee is a price tag, not a safety net. The Manifest budget, the cost ceilings, and why the Ocean Freighter every fifth board is the cheapest reward in the event.

v1.0updated 9/5/26
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Daily Login Event

Defenders from Afar

A 21-step login ladder whose free track recruits all three new Epic heroes in seven logins. The Advanced Pass buys star levels, not access — and half its value sits in the last six steps.

v1.0updated 9/5/26
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Timed Currency Event

The Lost Vault

A nine-safe board that charges the same 60 Vault Keys for every rarity. The free key budget, the per-tier drop tables, and the refresh habit that turns your 18 opens into roughly 17 Legendary safes — then the Reward Exchange plan that spends the medals.

v1.0updated 9/6/26
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Timed PvP Event

Bros. in Arms

A 48-hour solo points race that pays only for enemy Officers you defeat or injure — criminals score nothing. The flatter-than-Power point ladder that makes small accounts the best targets, the four-bracket tier walls, the 4,000-point ranking floor, and the shield lockouts that leave you exposed.

v1.0updated 9/7/26
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3-Day Task Event

Dawn of Justice

A three-day task board that pays Order Marks for world-map work, hero recruits and one top-up, cashed in at five milestone chests. The 102-versus-110 gap that money alone cannot close, the two very different third-task rosters, and which Justice Cache pick is actually worth taking.

v1.0updated 9/8/26
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Permanent Alliance Event

Prison Clash

A permanent 8-round alliance event: clear the Mafia out of 16 state-map prisons and hold them for chests, hero fragments and season points. The five reward channels, the 14.8× season-3 garrison jump, why the Supermax is the same fight for double pay, the 24-hour distribution fuse, and the seven-facility buff set.

v1.0updated 9/17/26
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Recurring 7-Day Event

Bingo Event

A seven-day 5×3 task grid the game re-skins every few months — same 15 tasks, 8 line chests and one grand chest under every name. The four free chests, the two Diamond-gated lines, why the pack cell holds most of the value, and how every skin so far has paid.

v1.0updated 9/17/26
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Timed Stage Event

Trick Shot

A three-day ricochet-shooting event with 90 stages where you pay once to open a stage and retry it for free. The cost wall at 3-9, why stars pay nothing, the EX-6 to EX-10 permit order, the daily 600-spend permit, and the first-hour Tactical Vest buy.

v1.0updated 9/24/26
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5-Day Mission Event

Maritime Enforcement

A five-day event where up to four Enforcement Squads run timed missions for Storage Crates you open or merge. Why the 2,000-Diamond second squad pays for itself, why Squad 3 does not, the speedup rounding rule, the open-vs-merge math, and the claim-day merge deadline.

v1.0updated 10/1/26
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Alliance Special Building

Joint Confiscation

An alliance special building that R4/R5 place in alliance territory, where every member sends one squad to confiscate Safe resources at a Lvl 8 gather rate with no risk of attack. The Lvl 8 and 50-member unlock gates, the 800,000 placement cost on a single shared slot, why all four point types fill a squad in the same time, and the speed-over-capacity yield rule.

v1.0updated 10/16/26