For R5s and titled R4s in Last War Season 6, and anyone deciding where the alliance's fish go. Checked October 2026.
Short answer: Season 6 has six Alliance Skills, unlocked in order: Frog's Gifts early, Snake Barrier and Night Army in Week 3, Serpent Breath in Week 4, Thunder Feathers in Week 5 and Tranquil Rewind in Week 6. They run on Alliance Energy from fish donations. Raise the energy cap early, because Serpent Breath costs more than the base cap.
Alliance Skills decide close fights in Season 6, but only if the energy is there and the right officer is online. Below are all six with real numbers, the energy cap you must plan for, and a simple plan for war days. For a short overview of officer titles, see our alliance guide, and for leader support see Packsify for alliance leaders.
All six skills
| Skill | Who fires it | Energy | Cooldown | Unlock | From |
|---|---|---|---|---|---|
| Frog's Gifts | R5 | 120,000 | 2 days | Faction Tech node | Early season |
| Snake Barrier | Recruiter | 180,000 | 3 days | Lv. 1 Snake Altar | Week 3 |
| Night Army | Muse | 340,000 | 6 days | Lv. 2 Echo Altar | Week 3 |
| Serpent Breath | Warlord | 360,000 | 6 days | Lv. 3 Gust Altar | Week 4 |
| Thunder Feathers | Butler | 420,000 | 6 days | Lv. 4 Feather Altar | Week 5 |
| Tranquil Rewind | R5 | 200,000 | 6 days | Lv. 5 Treehaven Altar | Week 6 |
What each skill does
- Frog's Gifts: mails every member a Food, Iron and Coin Chest and 5 one-hour training speed-ups. It costs the least energy, so use it often.
- Snake Barrier: puts a Durability Shield on one of your faction's cities. For 24 hours, allies can charge it with recon planes: 5 per member, 2,000 each, 10,000 per member. The shield caps at the city's maximum: 300k at Lv. 1, 500k at Lv. 2 and 750k at Lv. 3. It lasts until war is declared and drops after the battle.
- Night Army: for 180 seconds it attacks enemy Commanders in the target area every 10 seconds and can blast bases away. It stops early if the Muse's base is burned.
- Serpent Breath: a missile that blasts every Commander base in range and leaves Contaminated Land.
- Thunder Feathers: lightning strikes on enemy bases in range, which damage durability.
- Tranquil Rewind: resets the cooldown of any other Alliance Skill at once.
The energy cap problem
Alliance Energy comes from fish donated from the Fishing Grounds. The cap starts at 350,000. The first Faction Tech energy unlock raises it to 700,000 and the second to 1,400,000. Donations recharge at 1 every 2 hours, up to 24 stored.
Look at the numbers. At the base cap of 350,000:
- Serpent Breath (360,000) and Thunder Feathers (420,000) can never be fired.
- Night Army (340,000) uses nearly the full bar.
- Serpent Breath, then Tranquil Rewind, then a second Serpent Breath in one fight needs 920,000, so that chain needs the 1,400,000 cap.
So the first energy unlock in Faction Tech must be done before Week 4, when Serpent Breath opens. Plan the second unlock before Week 6, when Tranquil Rewind makes chaining skills possible. cpt-hedge also says catch is split between Alliance Energy and Faction Tech, so leaders need to tell members where to donate.
Skill order by week
| Week | Energy priority |
|---|---|
| 1 to 2 | Frog's Gifts on cooldown. Push Faction Tech toward the first energy unlock |
| 3 | Snake Barrier before each city fight. Night Army only when you have the energy left |
| 4 | Save a full bar for Serpent Breath on the big fight day |
| 5 | Serpent Breath first, then Thunder Feathers if the cap allows |
| 6 to 7 | Serpent Breath, then Tranquil Rewind, then Serpent Breath again, once you have the 1,400,000 cap |
Frog's Gifts is the one to cut when energy is short. It helps growth, not fights.
War day plan
- The day before: the Recruiter fires Snake Barrier on the city you will defend. Ask every member to charge it with their 5 recon planes. cpt-hedge suggests some charges can wait for the fight itself, since charging stays open for 24 hours.
- Morning: check the bar. You want enough for Serpent Breath, and in Weeks 6 and 7 enough for Rewind and a second Breath.
- The fight: the Warlord waits for enemy bases to cluster, then fires Serpent Breath. The Muse fires Night Army on the main enemy push, from a base that is not under attack.
- The turning point: the R5 uses Tranquil Rewind on Serpent Breath or Night Army. Do not spend it on cooldown.
War Merit from skills
The officer who fires a skill gets War Merit: 2,000 per ally for Frog's Gifts, 2,000 per enemy base blasted by Serpent Breath, 2 per enemy unit killed by Night Army, and 1 per point of durability for Snake Barrier and Thunder Feathers. Skill ratings run from D under 9,999 to S at 99,999 and up. This is a fair way to see which officers use their skills well.
For spenders and R4/R5 leaders
- Fish are the fuel. Donated catch is the energy source cpt-hedge lists. If you buy seasonal fishing items, buy them while the skills matter, not in the last week, when leftover Bait only converts to Profession EXP.
- Every titled officer needs a backup. A skill with no one online to fire it is wasted energy.
- Tell the alliance the energy target. A number like 700,000 by Week 4 is easier to follow than "donate more".
Sources: cpt-hedge Season 6 Alliance Skills, Season 6 guide.
Spotted a mistake? Tell us in the Play Smarter Discord and we will fix it.
Where Packsify fits
If you top up for Season 6 war weeks, time it before the fights, not after. With Packsify you pay about 19 to 22% less than the in-game price (about 35 to 38% if you pay in EUR). Packsify buys the exact pack through the official Apple App Store or Google Play. Read how we keep accounts safe before your first order.
More Last War guides: Last War alliance guide, Last War PvP strategy, war leader profession.
Packsify is an independent service, not affiliated with Last War or its publisher.

FAQ
How do you get Alliance Energy in Last War Season 6?⌄
Which Alliance Skill unlocks first in Season 6?⌄
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