Seasons

Season 4 Guide — Evernight Isle

Updated 2026-07-20 lastwarhub.com

Season index: /en/seasons. Mechanics can change with patches.

If I could replay one of the five seasons I’ve been through, it’d be S4. Simple reason: as a tank main, this season was the turning point where I rebuilt my frontline. I’d been running Kimberley + Murphy forever, then got Williams and swapped him in — and with Williams’ exclusive weapon opening in week 6, the back half of the season felt like playing a different account. Of course, there was also plenty of time spent stumbling around in the dark eating debuffs before I got there.

Evernight Isle is an island lost to endless night (Sakura Isle). Pushing back the dark with the Lighthouse/lighting system is the fundamental skill, Tactics Cards and Copper War are the new additions, and the path to T11 troops opens. About 8 weeks after a 2-week pre-season.

Length
~8 weeks+2-week pre-season
Key mechanic
Lighthouse/lightvirus resist · debuff removal
War
Copper WarWed/Sat W4–7
Exclusive weapons
Lucius · Adam · Williamsweeks 1/3/6

Light is combat power

The Nightfall Device drowns the isle in darkness, and darkness means debuffs. Light it up with the Lighthouse plus 4 zombie generators and electricians, and you get Virus Resistance while the debuffs disappear. Light also powers your march routes, supports allies, and activates the Maneki-neko and Divine Tree — so every decision this season starts with “is this spot lit?” Few things sting more than absent-mindedly marching into a dark zone and fighting at gutted power.

Tactics Cards — including my own failure

Tactics Cards unlock on Day 2. Here’s the part that matters: core cards are kept after the season ends; everything else converts to profession EXP. I skimmed that detail, poured resources into non-core cards, and then watched them turn into EXP when the season closed. Not my finest moment. Only core cards are forever. Core first — remember that one line and this section has paid for itself.

On the economy side, you build the Alliance Center on Day 2 to produce Copper, unlocking Stone, Oil, and Magatama warehouses as the season progresses. Copper War is the faction war on Wed/Sat (weeks 4–7), and week 7 peaks with the faction Capitol battle + War’s Eve.

T11 — it opens, but don’t force it

Season 4 opens the path to T11 troops, with prerequisites like Barracks 35 and the Armament Institute’s four researches. Honestly, for a low-spender that’s heavy. I didn’t force it mid-season — I finished my carry and resistance first and filled the prereqs at my own pace. The whales in our alliance got there during the season, but that’s their pace, not mine. The endgame ceiling build isn’t going anywhere.

Priorities

  1. Keep the light on (lighthouse/generators) — virus resist and debuff removal underpin everything.
  2. Tactics Cards: core cards first (the permanent value that survives the season). Don’t repeat my mistake.
  3. Grow season buildings through copper production and warehouse unlocks.
  4. One main carry to EW Lv20; push the T11 path if you have room.
  5. Black Market shard top-up at season end.

Week by week

Week 1 — Light it up + Lucius EW + Blood Night

Run the lighthouse and generators so you can move debuff-free. Blood Night Descends runs daily as the night-defense event, and Lucius’ exclusive weapon (air) opens. Grab city Lv1–2 and your Tactics Cards (Day 2) this week too.

Week 2 — Copper/warehouses + card triage

Stabilize Alliance Center copper production and lock in core Tactics Cards first.

Week 3 — Faction choice + Adam EW

Pick your faction — the Copper War landscape splits from here. Adam’s EW (missile) opens.

Week 4 — Copper War opens

Copper War (Wed/Sat) begins. Fight with your light (resistance) advantage, and skip the costly solo dives.

Weeks 5–6 — War accelerates + Williams EW + T11

Keep the Copper War cycle going. Week 6 opens Williams’ exclusive weapon (tank), completing the three EWs — if you’re a tank player, this is the season highlight, same as it was for me. If you’re able, fill the T11 prereqs (Barracks 35 / Armament Institute) for the endgame build.

Week 7 — Capitol battle + War’s Eve

The faction Capitol battle + War’s Eve. The season’s biggest fight — pool everything.

Week 8 (around the end) — Wrap-up + Black Market

Clean up remaining rewards and top up shards in the Black Market.

Post-season — Black Market

EW shard choice chest (8 daily refreshes, ~150 shards/season) → decorations (permanent stats) → free items first. Common details on the season index.

One last thing

Lose the light and debuffs gut your combat power — check your light range before every advance. Don’t over-invest in non-core Tactics Cards; I watched mine convert to EXP, and I’m telling you from experience. And T11’s prereqs (Barracks 35 and friends) are heavy, so carry and resistance come first — don’t force it.


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By: lastwarhub.com