Lootsmaxxing 💵 a war/hybrid build farming strategy

MG1_LifelinkerMay 3, 2026guide

Hello dear readers,

As the new leader of https://app.warera.io/country/6813b6d546e731854c7ac8c1, https://app.warera.io/user/695d4d819bd9761af754f28f is putting the house in order, I decided to reflected on the findings of my last 2 weeks farming freely battle fronts. Uzbekistan had gone into econ, but I like the hybrid approach better and decided to see how the new looting system works.

And I gotta say, I like it. I think it gives a nice reward for participating in battles by giving a clear objective to aim for. In this post I will share my thoughts on the Round and Battle drop mechanics.

If you ever need a dopamine boost break from this guide feel free to scroll up to the subway surfers youtube video. Rest your brainrotted eyes on some prime mobile gaming gameplay.

The case drop system

Every battle when the round damage goes over 200k a red case is droped and opened, this reward is given to the best player in the round.

For every 200k after this another case is opened and as such a new item drops, the value of the item is determined by rarity and ties are sorted by skill point value (value/maximum). The top 1 will get the best, and the second will get the second best, and so on...

This is done once for every round, and once for end of battle for total damage dealt, this last one the threshold is 500k.

What does this mean?

The mechanic is now incentivising players to hit 200k per round. If you alone give 200k you open a case and get the loot (you're the top damage in battle), but if more players hit 200k more cases are opened anyway and you are still guaranteed your drop.

As the battle becomes bigger and bigger, with players giving millions of damage alone, you benefit by rising in the loot distribution.

Players running tanks/jets open multiple boxes, but still get only 1 reward, their reward will be better of course and will at best mitigate the cost they paid for doing so. But because you hit the minimum to guarantee your reward, their extra damage trickles down to you.

As the total damage grows the mean value to get a case drop becomes lower and lower and you get better loot as your percentile of damage rises. This means you are now getting above average items, (blues and above) for round rewards.

For battle rewards the threshold is 500k, so hitting 200k on both rounds and at least 500k cumulative, guarantees 3 reward in the same battle that are likely to be good.

The farm

Knowing this you can cut off your damage at 200k per round making sure you get your loot for the round, pair it with some bounty if you can, and move to a second front. Then come back for round two after 8 hours and dump 300k (or vice versa), and move to the second front again.

With 1M you opened 6 red cases and all above average loot in big battles. Going for the 1M in a single battle will grant 3 rewards that might be slightly better, but not necessarily better tier.

This farm strategy of splitting damage between fronts is true for high level players that can reliably deal 1M a day. Lower to mid level players, or hybrid players, should aim to reach as high as possible to get the drop (easier on big battles), and if possible cross that 200k threshold to guarantee decent loot for the round and 500k threshold for the battle.

By doing this you are

Lootsmaxxing

Lootsmaxxing 💵 a war/hybrid build farming strategy | War Era