Age of Origins Kill Events Explained: Battle Frenzy vs Void War
The two kill events compared: Battle Frenzy's no-death Event Hospital vs Void War's real losses, what actually scores points, and the KE checklist.
Part of the Combat series:
- Void War Guide: The full playbook for the harder of the two.
- PvP Basics: The survival fundamentals both events assume.
Quick Answer
- "Kill event" (KE) covers two different Sunday finales, and they have opposite risk profiles.
- Battle Frenzy (normal cycles): only kills of enemy-nation troops T5+, Titans, and warplanes score — and your troops can't die; wounded go to a special Event Hospital with no capacity limit and free healing.
- Void War (the ~monthly cross-nation cycle): losses are real, points scale with troop tier, and your dead troops are literally enemy score.
- Know which one is coming before Sunday — the correct posture in one is reckless in the other.
- Points pool three ways — Nation, Alliance, Individual — so even modest hunters contribute; and KE kills don't touch your permanent kill rankings.
One Name, Two Very Different Sundays
Every Strongest Commander cycle ends with a kill phase on Sunday — the schedule's one fixed law. But which kill phase changes everything, and conflating them is how players lose armies or waste opportunities:
| Battle Frenzy | Void War | |
|---|---|---|
| Cycle | Normal SC weeks | The cross-nation cycle, ~every 4 weeks |
| Your losses | None — wounded go to a free, unlimited Event Hospital | Real — dead troops are gone, and they scored for the enemy |
| What scores | Enemy-nation troops T5+, Titans, warplanes | Enemy troop kills, scaled by tier |
| Correct posture | Aggressive — the downside is capped | Calculated — preparation and denial matter as much as hunting |
| Permanent kill stats | Untouched | The battle reports are real |
The Actual Point Tables
Here's what almost no guide publishes: the two events use completely different point scales, and Battle Frenzy penalizes defending while Void War doesn't.
| Tier killed | Void War (atk / def) | Battle Frenzy (atk / def) |
|---|---|---|
| T5 | 12 / 12 | 2 / 1 |
| T6 | 20 / 20 | 4 / 2 |
| T7 | 30 / 30 | 7 / 3 |
| T8 | 42 / 42 | 14 / 5 |
| T9 | 70 / 70 | 24 / 8 |
| T10 | 96 / 96 | 39 / 13 |
| T11 | 120 / 120 | 50 / 16 |
| T12 | 150 / 150 | 65 / 20 |
| T13 | 185 / 185 | 80 / 25 |
| Titan | 20,000 / 20,000 | 6,000 / 2,000 |
| Warplane | 20,000 / 20,000 | 6,000 / 2,000 |
Three conclusions fall straight out of that table:
- Titans and warplanes are worth astronomically more than troops — a single Titan kill in Void War is worth more than a hundred T13 kills. If an enemy marches one at you and you can take the fight, take it. And think hard before parading yours through contested ground.
- Void War pays roughly 2.3× what Battle Frenzy does at the top tiers (185 vs 80 for T13), which is a large part of why the community treats it as the real event.
- Battle Frenzy pays defenders about a third of what attackers get (a T12 kill is 65 attacking, 20 defending), while Void War pays attack and defense identically. So in Void War, a well-anchored garrison scores as hard as a hunting march — turtling productively is genuinely viable there in a way it isn't on Frenzy weeks.
Tier floors matter too: only T5 and above score anything. Farming somebody's T3 city is a hobby, not a strategy.
Battle Frenzy: The Free Swing
The no-death rule rewrites the doctrine. With wounded flowing into an unlimited, free Event Hospital, Battle Frenzy is the one Sunday your whole army can swing without a healing bill — closer to Global Conquest's consequence-free aggression than to a real war. The refinements that separate scorers from spectators:
- Hunt T5-plus. Kills below tier 5 score nothing — the farm account you zeroed for fun was worth zero points. Scout for targets fielding real troops, per the target-selection craft.
- Titans and warplanes are point piñatas — marches escorted by them are premium targets, not deterrents, this one day.
- You still shouldn't be food. No deaths for you also means no deaths for them — but getting farmed still hands the enemy nation points off your T5+ wounded. Low-tier accounts and non-participants should still shield or hide; "can't die" is not "can't feed."
Void War: The Real One
Everything Battle Frenzy forgives, Void War bills. Losses are permanent, tier-scaling cuts both ways (your T11 deaths are jackpot points for the enemy), and the event is decided by the four-week preparation loop — hospital capacity, banked troops, shield stocks, alliance garrison plans — far more than by Sunday's marching. That's why it has its own full guide; this page's job is making sure you never bring Battle Frenzy swagger to a Void War Sunday. Check which variant your Strongest Commander cycle is running (the Void variant announces itself in the event's name) the moment the cycle starts.
The Universal KE Checklist
Whichever variant Sunday brings:
- Decide your posture midweek — hunter or shielded — with your alliance, never at reset. The phase-order reveal gives you days of warning.
- Heal to full before it starts. Wounded troops are absent damage in Frenzy and absent defense in Void War — and Doc Gray's Emergency Medicine is the panic button if Sunday catches you ragged.
- Recall every gatherer. Tile marches are the first kills of any KE, both variants, no exceptions.
- Full buffs, full lineups, Saki-launched marches if you're fighting — Sunday is what the Warfare Trinity was built for.
- Points pool at Nation, Alliance, and Individual levels — showing up modestly still moves the alliance and nation boards. "Is the kill event worth it?" — participating well, yes; feeding it, never.
The deeper etiquette — when tile-hitting is fair game, what marks you as a farm — lives in PvP basics, and the defensive art of being un-farmable is the hide-troops guide. Master both and Sundays stop being weather and start being harvest.