Crazy Joe is a 20-wave Alliance defense event lasting about 40 minutes. Most waves attack member cities; waves 7, 14 and 17 target online members, while waves 10 and 20 attack Alliance Headquarters.
Basic play
Core scoring idea
Do not keep every troop at home. Form small reinforcement groups before the event, send your front-line troops to allies, and let them reinforce you. Your city earns its defense share when the wave is cleared, while your traveling troops can earn reinforcement kill points elsewhere.
Avoid overcrowding one city. Spread marches so every at-risk city has enough defense without splitting the same kill pool among too many reinforcers.
Wave plan
- Waves 1–6: check reports and rebalance reinforcement groups.
- Wave 7: remain online and reinforce an online target if your city is not selected.
- Waves 8–9: keep defending; recall the assigned HQ march only after wave 9 lands.
- Wave 10: reinforce Alliance HQ, then immediately send the march back to its city target.
- Waves 11–13: rebuild the normal reinforcement network.
- Waves 14 and 17: stay online; officers should announce them one wave early.
- Waves 18–19: move troops toward cities at risk, then recall the HQ march after wave 19 lands.
- Wave 20: fill Alliance HQ with the assigned strongest marches.
Basic high-score rules
- Reinforce a city that has room and can still clear the wave.
- Send front-line troops out first so home troops do not take reinforcement kills.
- Stay online for waves 7, 14 and 17.
- Never recall before the current wave has landed.
- Use battle reports instead of blindly copying one fixed troop ratio.
- After two failed defenses, continue reinforcing allies even though your own city is no longer targeted.
Advanced play
Small scoring alliance
Players with several alternate accounts, or a fixed group of friends, can run Crazy Joe in a small alliance. This is sometimes called a scoring “bug,” but it does not create unlimited points. It concentrates reinforcement kills among a planned group and reduces random overcrowding.
Move the participating accounts into the alliance before the event, assign two- or three-player reinforcement groups, keep the accounts online for waves 7, 14 and 17, and reserve HQ capacity for the assigned strongest marches on waves 10 and 20.
Results still depend on the alliance itself. Alliance level, available Crazy Joe difficulty, HQ capacity, alliance technology and the number of accounts able to survive all 20 waves can outweigh the benefit of concentrated kills. A new low-level alliance may score less than an established alliance even when every reinforcement is perfectly coordinated.
Start with a difficulty the group can fully clear, review the reports, and raise it gradually. Check the current event eligibility and alliance-switching rules before moving accounts, since participation or reward conditions may change.
Common mistakes
- Keeping a full front line at home while asking allies to reinforce you.
- Sending everyone to the same strong city.
- Recalling early before waves 9 or 19 finish.
- Forgetting to return troops after wave 10.
- Selecting a difficulty the alliance cannot consistently clear.
- Teleporting, going offline, or sending marches to gather during the run.