Guide

Last War Warzone Duel And Wall Strategy Guide 2025

Your wall and teleport choices control two things: what you defend and how flexible you are. Wrong ordering or careless teleporting hands important map real estate to the enemy; smart decisions force the opponent to waste teleports, march time, and troops. In short — walls win map control, teleports win tempo. Treat both like currency.

Last War Warzone Duel Guide 2025

Core concepts (short)

  • Free teleport: one free teleport per 10 minutes.
  • Paid teleports scale: each extra teleport costs more items, so spamming teleports is expensive.
  • Wall teams are defenders: teams on the wall defend automatically; teams sent out are expended for offense.
  • Mud/ash control = area denial: bodies in the mud slow enemy advances and protect cannon/capital approaches.

Pre-fight checklist (do this before the whistle)

  1. Confirm nearby threats: mark high hero-power players in adjacent servers or spawn zones.
  2. Decide priority objectives: is your goal to hold the capital, secure a cannon, or trade kills for enemies? Pick one.
  3. Set wall order: place your strongest/most durable defense as the first team on the wall. Double-check order.
  4. Assign roles: pick teleport defenders, flanker teleporters, mud blockers, and ash diggers — name them in chat or Discord.
  5. Reserve teleports: save at least one paid teleport for emergency repositioning near high-value objectives.

Why: Preparation prevents panic teleports and accidental loss of prime positions.

Wall setup: ordering & positioning (in depth)

First slot = your main squad. This is the team that should soak the first enemy push. If your strongest squad is placed second or third, a competent attacker will clear the first easy teams and still have full strength to bust through.

Second & third slots = flexible. Use these for sacrificial or situational defenses (e.g., anti-march teams built to counter common enemy comps).

If you’re weaker overall: remove all teams from the wall except the first and keep that first slot as a bait/defender while you send others out. Don’t leave easy, low-value teams at the front.

If you’re a top tier player: you can leave all three teams on the wall if you believe most attackers cannot clear through. That conserves troops and secures the area.

Order determines how many waves an attacker must beat before hitting your objective. Correct ordering maximizes troop value retained while still denying enemy progress.


When to remove teams from the wall

Remove teams when you will actively use them: if you’re sending your first squad to the capital, take it off the wall before marching.

Remove to avoid repeated losses: if you’re certain strong players will target you and you can’t sustain repeated wipes, pull teams to preserve them for retaliatory strikes.

Leave at least one team if you are near contested cannons/capital or if there is a risk of being sniped from behind. That single team buys time and prevents complete immediate occupation.

Why: Removing teams is trading immediate defense for offensive opportunity. Do it with an exit plan so you don’t lose your spot for free.

Teleport strategy — use like a resource

Prioritize teleports for high-value plays: reclaiming a cannon, saving your capital spot, or reinforcing a flank that will otherwise flip key alliance points.

Don’t teleport just to dodge a hit when you are sitting on prime real estate — losing the position costs more than a few thousand troops in most cases.

If you must teleport away, communicate: ask teammates to dig the ash pile or hold the spot until you return.

Time your free teleport for mid-fight repositioning rather than the opening, unless opening placement is crucial.

Why: Teleports accelerate your influence but run out quickly. Every paid teleport should swing the balance more than its cost.

Handling ash piles and digging

If you get destroyed and leave an ash pile, coordinate engineers to dig it fast.

Don’t immediately teleport back into an ash pile unless the ash is cleared — you’ll just get trapped.

Use ash time as a tactical pause: consider redeploying to other objectives nearby while teammates handle digging.

Why: Fast ash clearing recovers spots and prevents opponents from freely taking your hard work.

Mud & space control — the unsung defense

Fill the mud: even low-power players should march into mud to take space. Bodies in the mud dramatically slow enemy movements and act as buffers.

Quantity beats quality in the mud: a dense cluster of average players is harder to bypass than a ring of elite players with large empty gaps.

Encourage passive players to show: the server needs a critical mass in mud to make the opponent’s path costly.

Why: The mud is an area-denial layer; occupying it increases travel time for enemies and multiplies the cost of their advances.

Warzone duels reward planning, position, and communication more than raw power alone. A single well-timed teleport to reinforce a cannon, a correctly ordered wall, or a packed mud line can flip an entire match. Treat your wall as a living defense — reorder it when needed, but never give up critical real estate for a short-term troop save unless the trade is carefully calculated.

Oman Bilal

Oman Bilal has been engrossed into video games since his childhood days. He has been playing numerous mobile games and finds his expertise in Clash Royale, Clash Mini, Puzzle games, and even Roblox.

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