Chaining is a core faction mechanic where faction members execute a continuous sequence of successful attacks within a 5-minute window to build up a respect multiplier and earn massive flat respect bonuses.
Essential Chaining Terminology
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Chain Counter / Chain Length: The live counter displaying how many consecutive successful attacks your faction has landed.
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Chain Timer: A 5-minute countdown clock. Every successful attack resets this timer back to 5:00. If it hits 0:00, the chain breaks.
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Bonus Hit: Specific milestone hit numbers (10, 25, 50, 100, 250, 500, 1k, 2.5k, 5k, 10k, etc.) that grant massive flat respect payouts.
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Respect Multiplier: A scaling multiplier applied to all individual attacks during a chain, making every hit worth more base respect as the chain length grows.
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Inside Hit vs. Outside Hit: An Inside Hit is made against an active member of your warring opponent's faction. An Outside Hit is made against a random non-war target outside the war match.
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Finisher Options (Leave / Hosp / Mug):
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Leave: Grants 100% respect and leaves the target in the hospital for only ~15–20 minutes, allowing them to be hit again quickly.
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Hospitalize: Puts the target in the hospital for hours, but gives reduced respect in non-war scenarios.
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Mug: Steals cash, but severely penalizes respect gain.
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Chain Watcher: A designated faction member who monitors the timer and lands a single hit when the timer drops below 1–2 minutes to keep the chain alive while conserving energy.
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Chain Cooldown: A mandatory cooldown period triggered after a chain breaks before a new chain can begin.
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Energy Stacking: The process of using Xanax and energy refills over 24–32 hours prior to a chain or war to accumulate up to 1,000 Energy above the standard cap.
How Chaining Works: Walkthrough Example
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Warm-Up Phase (Hits 1 to 9): Faction members land 9 successful attacks within 5 minutes of each other. Each attack resets the 5-minute timer.
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Calling the Bonus (Hit 10): As hit #9 lands, members pause in faction chat. A designated high-stat player or member designated for merit progress "calls" hit #10.
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Landing Bonus #10: The designated player completes hit #10, triggering a flat respect bonus (e.g., 10 extra respect).
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Maintaining the Chain: The chain counter now displays
10. Members continue attacking before the 5-minute timer expires, pushing toward the next milestone at hit #25. - Try and make sure the hit timer does not go below 1:00, make your attach at about 1:45 then after fight wait to click leave until 1:15 to 1:00
How Chaining Works in Faction Wars
In Ranked Wars (RW) and Territory Wars, chaining is the primary engine for victory:
| War Mechanic | How Chaining Impacts It |
| Score Progression | War score is directly tied to total respect gained. Higher chain length increases the Respect Multiplier, allowing every attack to contribute significantly more war points. |
| Inside vs. Outside Hits | Inside Hits grant war score, respect, and apply toward war bonus milestones. Outside Hits do NOT grant war score, but factions use them to keep the chain timer from dying if all enemy war targets are currently in the hospital. |
| Sitting On Target |
Hitting the target the second they leave the hospital to prevent them for being able to leave the area, repeating over and over |
| Bonus Hit Priority |
War bonus hits (#10, #25, #100, #250, #500) MUST be Inside Hits on enemy faction members to yield full war points. Coordinating bonus hits in faction chat is mandatory to avoid wasting milestone points on random outside targets. |
| Target Lockdown | Unlike normal chains where you "Leave" targets to farm them quickly, wars often require Hospitalizing dangerous enemy high-stat players to keep them off the battlefield and prevent them from retaking territory walls or attacking your chain watchers. |
Quick Tips for New Players
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Always Check Faction Chat: Never blindly make a hit when the chain counter is within 3–5 hits of a bonus milestone (e.g., hit 96/100) unless leadership explicitly instructs you to.
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Use Target Lists: Prepare a list of low-stat inactive players or "battle stat target lists" before the war starts so you don't waste energy losing fights.
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Stack Early: Take 4 Xanax over ~30 hours preceding a scheduled war/chain to start with 1,000 stacked energy.