Age of Origins Strongest Commander Guide: Score Every Phase
How to win Strongest Commander in Age of Origins: phase-by-phase strategy for monster, construction, research, training, and kill phases.
Part of the Events series:
- Events Overview: The full calendar this event anchors.
- Void War Guide: The cross-nation event that caps the Void variant.
Quick Answer
- Strongest Commander is the flagship multi-day event, split into daily phases that each score a different activity.
- It runs in Frenzy and Void variants — the Void variant's finale feeds into Void War.
- The whole strategy is banking: hoard speedups and near-complete timers between cycles, release them on the matching phase day.
- The kill phase (Battle Frenzy) is optional violence — score it only if you can win it.
- Milestone chests are the efficient target; leaderboard rank is a spender's game.
How the Event Works
For roughly a week, each day (or phase window) scores one category of activity — attacking monsters, construction, research, troop training, and ultimately a kill phase. Points unlock milestone chests of speedups, resources, officer materials, and gear; top ranks add leaderboard prizes. Because the phases are known and repeating, the event rewards planning far more than spending: everything you were going to do this week is worth more done on the right day.
Phase-by-Phase Strategy
Monster/attack phase
Burn your stamina on the highest-level zombies and elites you can farm efficiently, keeping your Hospital comfortable. Rally-eligible targets with your alliance stretch stamina further — rally etiquette is in the alliance guide.
Construction phase
Release held building completions. This is why the building priority guide says to park big upgrades at near-complete: finishing your Main Hall level today instead of three days ago converts the same progress into a pile of chests. Spend banked construction speedups now, never earlier.
Research phase
Identical logic at the Academy — land your held projects and spend research speedups in-window. Deep, slow projects from the research guide are ideal candidates to time.
Training phase
Complete big troop batches queued in advance; tier and volume both score. This pairs naturally with pre-Void War army building — the training you'd do anyway for war week doubles as phase points. Composition principles live in troop types and tiers.
Kill phase (Battle Frenzy)
The event turns violent: points for killing other players' troops. Decide honestly which side of the phase you're on:
- Fighting? Scout targets, hunt gatherers and under-defended cities, rally with your alliance, and lead with your Warfare core — see PvP basics and the officer tier list.
- Not fighting? Shield before the phase starts and stay shielded. An unshielded developing account during Battle Frenzy is not a participant; it's a resource node with feelings.
Phase Deep-Dives
Each scoring phase has its own guide, with the mechanics that decide it:
- Attack Monsters — the 14x level scaling and where the level 30 spawns are
- Gather Resources — gold first, and the finish-one-second-after-open trick
- Upgrade Buildings & Technology — park completions at 95%, never waste speedups
- Recruit Troops — why promotion scores nothing
- Guard Towers — the alliance-scale objective inside the kill phase
The Between-Cycles Loop
Strongest Commander turns the whole game into a two-stroke engine:
- Between events: accumulate — build toward (but don't finish) big timers, queue research, stack speedups from dailies and chests, train steadily.
- During events: release — every completion, every speedup, on its scoring day.
Players running this loop effectively double-count their entire progression, every cycle, forever. It is the single largest free-to-play advantage in the game, which is why the F2P spending guide treats event discipline as more valuable than most purchases.
Milestones vs. Rank
Clear milestones ruthlessly; chase rank selectively. Milestone chests pay fixed rewards for fixed points — pure efficiency. Leaderboards pit you against whatever your server's biggest spenders feel like doing that day. Unless the top of a phase is genuinely within reach (development phases on a quiet server sometimes are), bank the surplus for next cycle instead of burning it on a rank fight you can't win.