Project Ark: Rebuild
Project Ark: Rebuild is the weekly climb event. Your account power does not apply — only Titanium spent inside the event does. It runs Friday 00:00 UTC → Sunday 24:00 UTC, unlocks at account level 40 (visible from 35), and resets every weekend.
How a weekend works
- You start with the Guardian only. Unlock the four turret slots ASAP (100 / 500 / 1,000 / 1,500 Titanium).
- Stages 1–20 grant a free card each clear. After stage 20 you can buy Standard Packs with Blue Titanium.
- Each weekend bans 3 turrets and 7 modules. Combos tied to banned turrets do not drop.
- Nothing carries over to the next weekend. Rewards come from milestones and final leaderboard rank.
Currencies
| Currency | Used for |
|---|---|
| Blue Titanium | Fortress Attack, turret slots, turret T2/T3, Standard Packs |
| Yellow Titanium | Special Packs |
| Ark Anchors | Exchange shop (permanent — see Exchange shops) |
Each Fortress upgrade adds +20 Attack and +20 HP.
Passes and skip pack
Paid each weekend — none are permanent.
| Pass | Price | What you get |
|---|---|---|
| Voyage | 980 Diamonds | Track rewards every 5 stages to 100; Minute Draw module (temp card every 30s, max 3) |
| Rebuild | ~$10 USD | Track rewards; Extra Options module (+1 card choice) |
| Skip Pack | $14.99 USD | Lifetime unlock after clearing stage 180 once. Next Arks start you at 50% of your highest clear (181 → 90, 200 → 100, 250 → 125, 300 → 150) |
Free track also pays out to stage 100 (~1,350 rewards). Paid tracks add more of the same plus their module.
Auto-Patrol and Quick Patrol
- Hourly Auto-Patrol pays based on highest stage cleared. Push Fortress before claiming.
- Quick Patrol = 2× an hourly payout. Free QP every 6 hours (ad if no SVIP).
- Special Packs also refresh on a 6-hour timer (ad if no SVIP).
- As F2P: put all Titanium into Fortress. Cards come from free hourly packs, free QP, and free Special Packs only.
Card pools
Rough Season 17 counts (totals drift a little each weekend):
| Pool | ~Count |
|---|---|
| Normal | 90 |
| Breakthrough | 42 |
| Chain | 57 |
| Combo | 27 |
| Modules | 26 |
| Total | ~216–240 |
If packs show the same unwanted types forever, you have not drained Normal/Breakthrough yet. Take unwanted Normals on purpose so Chain, Combo and Modules start appearing. Once Normals and Breakthroughs are gone, Standard and Special packs behave almost the same.
Buy Standard Packs up to ~2,500–3,000 cost and Special Packs up to ~450–500 while you are draining Normals. Standard cost rises by +100 per buy; Special by +50.
Leaderboard
Unlocks at stage 31. Players who join in the same time window land in the same major group, then a random board inside it. Waiting later for a "soft" board does not work — groups cycle on an undocumented interval.
Ranks 1, 2–10, 11–20 and 21–50 each need a minimum stage to qualify. Those brackets get a 1-week avatar frame.
Known strong combos
Damage
| Combo | Turrets |
|---|---|
| Energy Detonation | Laser + Sky Guard |
| Disruption Force | Disruption Drone alone |
| Reflected Disruption | Gravity + Firewheel + Disruption Drone |
| Life Erosion | Thunderbolt (elites) |
| Trap Matrix | Teslacoil |
Crowd control
| Source | Notes |
|---|---|
| Gravity Vortex | Portal + Black Hole T2 +50% range |
| Disruption Drone | Slow breakthrough; Fortress Support with Guardian |
| Laser | Graviton Laser, Paralysis Laser |
| Sky Guard | Collapse Explosion (early CC) |
| Teslacoil | Trap Matrix Slow + Paralysis breakthrough |
| Firewheel | Vortex Firewheel |
| Hive | Pulse Wave Slow (situational) |
When Disruption Drone or Thunderbolt are banned, difficulty spikes hard.
Suggested card slots (when available)
| Turret | Priority cards |
|---|---|
| Disruption Drone | Field Duration +30%, Damage +50%, Disruption Force T1 |
| Thunderbolt | Damage +50%, Thunderbolt +1 (−15% DMG), Lightning Paralysis T1 |
| Laser | Damage +50%, Reflection +1 (−15% DMG), Energy Detonation |
| Sky Guard | Ignition (Burn T1), Collapse Explosion, Missile Amp (+3 small) |
| Teslacoil | Cooldown +30%, Bounce +1 (−15% DMG), Trap Matrix |
| Gravity (DD on) | +30% Flight, Field Disruption, flexible 3rd |
| Gravity (DD banned) | DMG +50%, Small Black Hole, Destructive Black Hole |
| Hive | Wasps +2 (−15% DMG), +2 Attacks, Volley Wasp |
| Beam | +40% Duration, +50% Damage, Beam Refraction |
| Aeroblast | Shell +1 (−15% DMG), +50% DMG or knockback, Shatter Impact |
| Firewheel | +25% Size; Vortex Firewheel is the priority combo |
| Railgun | Shell +1, DMG +30% + Penetration +1; Explosion Chain preferred |
Skip most On-Kill effects in Ark. Prefer grouping CC unless the enemy wants the opposite (Armored Crabs).
Enemy answers
| Enemy | What works |
|---|---|
| Alien Scout Drone | Gravity Portal + Extended Opening; Collapse Explosion; Trap Matrix; Paralysis Laser / Field; Guardian focus fire |
| Armored Crabs | Turn off Wave Jam. Prefer Energy Detonation + Rippling Laser + Laser Shot; Matrix Thunderbolt. Less CC, not more |
| Bio Ticks | Let them crash if you have tank mods. Else Teslacoil / Hive / Laser / Sky Guard / Gravity |
| Devouring Spores | Let most crash. Graviton Laser; portal them to one side |
| Gigaclaw Hunter | Gravity Portal, or any Paralysis; Matrix Thunderbolt |
| Husk Spore | Teslacoil, Beam, Rippling Laser |
| Reaper | Graviton Laser, Rippling Laser, Paralysis (often out of Gravity range) |
| Silk Hunter | Aeroblast/Firewheel Mini Summon; Rippling / Graviton Laser; Laser Shot |
| Stellar Crown Guards | Gravity Portal; Hive (+1 bullet or Teslacoil combo) to finish drops |
| Stinger Lord | Gravity Portal; Energy Detonation; Rippling Laser |
| Tide Knights | All CC; Gravity Portal; Paralysis |
| Rebirth Mycelium | High-stage problem under bans — no settled answer yet |
F2P day plan to 160
Aim ~55 by end of day 1, ~110 by end of day 2, 160 on day 3. When stuck, check stage weaknesses, swap the weakest DPS turret, and ask in #project-ark-rebuild.