๐Ÿš“Police Chief Guides

Hot Pursuit

(v1.0 โ€” last updated 7/11/26)

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Hot Pursuit is a 3-day PvE fugitive hunt with two halves. Solo, you pick one of five difficulties and climb a 50-stage power-check ladder for escalating loot โ€” Electro Core included at the top tiers. In the alliance half, Elite Bounty, the team grinds down damage-capped bosses that take dozens of repeated hits to drop. This guide explains how to choose a difficulty, climb the ladder, and maximize your rewards.

3-Day EventSolo + AllianceElectro Core SourceAlliance Boss

01. What Hot Pursuit Is

Hot Pursuit is a rotating 3-day PvE event with two halves. In the Solo half you pick one difficulty, scout a Fugitive onto the world map, march-kill it, and climb a 50-stage ladder for escalating rewards. In the Alliance half ("Elite Bounty"), once enough members have cleared solo targets, R4+ officers scout a shared Fugitive Boss and the whole alliance dogpiles it.

The fugitive you fight is a straight power check โ€” a stack of raw troops (300 soldiers on stage 1, scaling into the millions). No gimmicks, no counters. If your march power beats the target, you win.

02. Choosing Your Difficulty

You may pick only one difficulty per event, and the highest you can select is one above your best-ever cleared difficulty โ€” you unlock Normal by finishing Easy, Hard by finishing Normal, and so on. That makes difficulty a progression you climb across events, not within one.

โญ Finish the difficulty you can clear โ€” don't stall in a harder one

The difficulty-clear gift (a big flat bundle) and the unlock of the next tier both require completing all 50 stages. Overreach into a difficulty you can't finish and you forfeit that clear gift and fail to unlock the next tier for future events. A full clear at your level beats stalling at stage 20 of a harder one every time. Clear fully, then step up next event.

Difficulty is a pure power check โ€” here's what each tier demands from stage 1 to stage 50. Note the overlap: Hard's stage 1 (12.6M) is weaker than Normal's stage 50 (55.86M), so a strong roster clears low Hard stages long before it finishes Normal.

DifficultyStage 1 PowerStage 50 PowerNotable Loot
Easy9007.2MFrag ร—5, Diamonds ร—20
Normal1.17M55.86MFrag ร—7, Diamonds ร—25
Hard12.6M108MFrag ร—9, Diamonds ร—35
Nightmare27.93M231.66MFrag ร—11, Electro Core ร—45
Hell71.28M376.2MFrag ร—13, Electro Core ร—54

Loot column shows the difficulty-clear gift. Higher difficulty also multiplies your per-kill resource bundle (see Section 4).

03. The Ladder & Power Walls

The 50 stages don't climb smoothly. Every 10th stage is a wall โ€” a 2.5ร— to 3.7ร— power spike โ€” and the power then drops back down and climbs again. Build for the milestone, not the average, because the stages right after a wall are a breather.

Easy difficulty makes the pattern obvious: stage 19 sits at 83,160 power โ€” then stage 20 leaps to 313,380 (3.8ร—) โ€” and stage 21 falls back to 158,400. The same spike-and-reset repeats at stages 30, 40, and 50 in every difficulty. If you can beat the milestone monster, the next nine stages are downhill.

Those milestone stages are also where the good per-kill loot lives. On ordinary stages the instant reward is just a resource pile. On the ร—10 stages it adds hero fragments, diamonds, and speedups. So the smart target is always the next ร—10 โ€” pushing to stage 20 or 30 is worth far more than the linear stages in between.

Fugitive appearance for stages 1โ€“10
Stages 1โ€“10
Fugitive appearance for stages 11โ€“20
Stages 11โ€“20
Fugitive appearance for stages 21โ€“30
Stages 21โ€“30
Fugitive appearance for stages 31โ€“40
Stages 31โ€“40
Fugitive appearance for stages 41โ€“50
Stages 41โ€“50

The fugitive's look escalates every 10 stages โ€” a quick visual tell for which power band you're facing.

04. Solo Rewards โ€” Three Separate Buckets

Solo rewards come from three channels that behave differently. Confusing them is the most common way players misjudge which difficulty and how far to push. Only one of the three scales with the stage you reach.

1 ยท Per-kill bundle โ€” scales with DIFFICULTY

Granted instantly every time you kill a fugitive. Flat within a difficulty, but it multiplies as you go up tiers: Easy pays ~60k ammo/cash per kill, Hell pays ~300k (5ร—). This is the steady drip that makes clearing at a higher difficulty richer per fight.

2 ยท Best-stage mail โ€” scales with STAGE (best only)

After the event, you're mailed the personal reward for your single highest stage cleared โ€” not the sum of every stage. Hero EXP and resource chests that grow with stage number. Push as high as you can.

3 ยท Difficulty-clear gift โ€” finish all 50

A large one-off bundle for completing the difficulty. This is the fat prize โ€” and the reason to finish rather than stall. It scales hard by tier (see below).

Difficulty ClearedClear Gift
EasyLegendary Frag ร—5, 100-Diamond ร—20, 1-Hr Speedup ร—18, 1K Hero EXP ร—50, Lvl 1 Res Chest ร—500
NormalFrag ร—7, Diamond ร—25, Speedup ร—19, EXP ร—100, Chest ร—1000
HardFrag ร—9, Diamond ร—35, Speedup ร—20, EXP ร—150, Chest ร—1500
NightmareElectro Core ร—45, Frag ร—11, Diamond ร—40, Speedup ร—21, EXP ร—200, Chest ร—2000
HellElectro Core ร—54, Frag ร—13, Diamond ร—50, Speedup ร—22, EXP ร—250, Chest ร—2500

โญ Nightmare & Hell are the only Electro Core here

Easy, Normal, and Hard give zero Electro Core. If you're chasing it, you must be able to clear Nightmare (ร—45) or Hell (ร—54). That single fact decides whether pushing to the top tiers is worth it for you.

05. Warrants & Rally Assist

๐Ÿ’ก Warrants are for helping, not scouting

Scouting a fugitive costs energy. A Fugitive Warrant is spent only to convert your own too-tough fugitive into an alliance Rally target so allies can help you kill it. Players who hoard Warrants "to scout with" have misread the whole system.

You automatically receive 5 Fugitive Warrants at event start, and any unused ones are wiped when the event ends โ€” so there's no reason to save them. Requesting assistance costs 1 Warrant and flips your solo fugitive into an alliance-helpable target; your allies then Rally onto it. You must be in an alliance to request help.

โœ“ Refill your Warrants by helping others

The first 5 times you help an ally launch a Rally, you're guaranteed a Warrant back โ€” so a socially active player effectively never runs out. Helping and participating in Rallies also grants rewards that reset daily, so pitch in every day, not just once.

๐Ÿ’ก Request assistance to assist others

If you know you can fully clear a difficulty level, requesting assistance at levels 1-5 (the easiest levels), will allow those who assist you to receive additional warrants that they can use later on higher difficulties of their own that they may otherwise struggle with. If you know you won't need to use your warrants, using them early "gives them away" to others who may need need additional help.

06. Progression Strategy

The efficient way to climb a difficulty is a strict escalation: at every stage spend the cheapest option that still wins, and hold your Warrants until nothing else works.

  1. 1 ยท Solo โ€” march the target yourself and keep going until a stage beats you.
  2. 2 ยท Rally โ€” when solo stops working, convert the stage to an alliance Rally and push as far as rallies carry you.
  3. 3 ยท Warrants โ€” only when a Rally still can't clear it, spend a Warrant to request assistance.

โญ Rally every ร—10 wall

The milestone stages (10, 20, 30, 40, 50) spike 2โ€“4ร— over the stage just before them, so you'll typically need to Rally each wall even if you soloed the run-up to it. Budget a Rally for every ร—10.

๐Ÿšจ Don't spend Warrants early

You only start with 5, and they're your last resort. Burn them on stages you could have soloed or rallied, then fail a Warrant-assisted stage with none left, and you're stuck โ€” no way to push any further. Hold them until you genuinely can't clear a stage any other way.

07. Energy โ€” The Hidden Bottleneck

Power decides whether you can clear a stage; Energy decides whether you can afford to. Hot Pursuit is a serious energy sink, and running dry near stage 50 is the worst way to lose a difficulty you were strong enough to finish.

Every stage costs Energy twice โ€” once to scout the fugitive, once to attack it โ€” and rallying a stage costs more than soloing it.

ActionScoutAttack / RallyTotal
Solo a stage101525
Rally a stage102535
Full difficulty (50 solo)โ€”โ€”1,250

Rallying adds +10 Energy over soloing the same stage (25 โ†’ 35).

โญ The budget math โ€” a clear costs nearly the whole event

A no-rally clear of one difficulty is 1,250 Energy. Across the 72-hour event you get the free Delicious Meal (120 Energy) at 00:00 and 12:00 UTC โ€” six meals, 720 Energy. That still leaves 530 Energy on you. At 1 Energy every 5 minutes, regenerating 530 takes 2,650 minutes โ€” just under 44 hours, nearly the entire event โ€” and that's the absolute floor, with zero rallies.

And that floor assumes your meter never sits full โ€” the moment it caps, regen stops, which realistically happens overnight while you sleep. Your three daily Intel tasks drain Energy too. If K9s are unlocked on your server Beacon's skill hands some back. Net: with no donuts to spend, there's a real chance you run out before stage 50 โ€” and rallying only tightens the window.

๐Ÿฉ Hoard donuts before the event

When you see Hot Pursuit coming up on the calendar, start banking donuts so you'll have the Energy to finish. If you have no spare donuts, keep chipping away as Energy refills through the day and never miss a Delicious Meal. Having the power to clear a difficulty but running out of Energy at stage 47 is the one outcome you can't recover from.

08. Unlocking the Elite Bounty Boss

There are 5 sequential bosses ("Armed Hijackers"). Unlocking one is a member-count gate, not a damage gate: a set number of alliance members must each clear a solo target at a required difficulty. You must clear boss 1 before boss 2, and so on.

๐Ÿšจ Getting the boss on the map โ‰  being able to kill it

Unlocking a boss only takes the member count above; draining its HP is a separate job. Because every hit on the boss is capped (Section 09), a boss needs dozens of max-strength marches to kill โ€” and it only lives 30 minutes. A small, active group can absolutely do it by marching repeatedly, but only if they're online and swinging the moment it spawns. Line up your hitters before you scout โ€” an unlocked boss left unattended just expires.

BossBoss HPUnlock Requirement
Armed Hijackers lvl 1Boss 11.5M10 members clear an Easy solo target
Armed Hijackers lvl 2Boss 28M15 members clear a Normal solo target
Armed Hijackers lvl 3Boss 325M20 members clear a Normal solo target
Armed Hijackers lvl 4Boss 455M30 members clear a Hard solo target
Armed Hijackers lvl 5Boss 5150M40 members clear a Nightmare solo target

The required difficulty rises with the boss โ€” boss 5 needs 40 members who can each handle a Nightmare fugitive, which is a real roster check on its own.

09. Killing the Boss โ€” The Damage-Cap Math

๐Ÿ’ก The cap is per hit, not per player โ€” a small group can grind it out

Every march is clamped to a maximum damage per hit. The cap is not a lifetime total, so there's no cap on how many times you swing. Divide boss HP by the per-hit cap and you get the number of max-strength hits to kill โ€” hits a handful of players can rack up over many repeated marches. Bosses are routinely dropped by just 4โ€“6 active players.

BossBoss HPPer-Hit CapMax Hits to Kill
Boss 11.5M50k30
Boss 28M250k32
Boss 325M650k39
Boss 455M1.4M40
Boss 5150M3M50

"Max hits to kill" assumes every hit lands the full cap โ€” the best case. Weaker marches deal less, so the real number of marches is higher. The true limit isn't bodies, it's time: you have to deliver all those hits inside the boss's 30-minute window. A small group clears it by everyone marching back-to-back โ€” faster marches and more hands both shorten the clock.

โœ“ The one-troop opener โ€” make sure everyone gets paid

On the low bosses the flip side bites: boss 1 dies in about 30 hits, so if 40โ€“50 members pile in with full marches at once, it's dead before everyone lands one โ€” and anyone who missed earns nothing. Because boss rewards (Section 10) pay for participation, not damage, a single hit โ€” even a one-troop march โ€” collects the full bundle. So many alliances open with everyone sending a one-troop attack to lock in their participation. Once leadership confirms every member is in, they call to finish โ€” from there anyone sends unlimited full marches to drain the rest.

A flat minimum-damage threshold to qualify for the reward may also exist, but this is unconfirmed โ€” treat "just land a real hit" as the safe rule, not a precise number.

10. Boss Rewards & Scheduling

โœ“ Rewards are flat per-participant, not a damage leaderboard

Every participant receives the same boss gift plus a rolled reward bag on the kill. The damage percentage shown is informational only โ€” there is no ranked prize for topping it. A small account and a whale earn the same participant bundle. So don't hold back trying to "win" a chart that doesn't pay: just keep marching until it's down, and get paid like everyone else.

Boss gifts scale by tier โ€” boss 1 pays Diamonds ร—100, Legendary Frag ร—2, plus speedups, EXP and resource chests; boss 5 pays Diamonds ร—100, Frag ร—2, and richer speedups/EXP/chests. All participants also share a rolled reward bag (hero fragments, diamonds, resources) on top.

Elite Bounty reward mail banner

โญ Schedule Scout for peak online hours

Only R4+ officers can scout the boss, and they get two options: Scout Now or Schedule Scout (any future time on a 5-minute grid). Since the boss lives only 30 minutes and you need 30โ€“50 members to converge, schedule the spawn for when your alliance is actually online. A boss scouted at a dead hour will expire half-killed and waste the unlock.

11. Common Mistakes

  • โ–ธ Overreaching your difficulty. Stalling at stage 20 of a hard tier forfeits the clear gift and the next-tier unlock. Finish the difficulty you can clear, then step up next event.
  • โ–ธ Hoarding Warrants to "scout with." Scouting costs stamina; Warrants only convert a fugitive to a Rally โ€” and they're wiped at event end anyway.
  • โ–ธ Scouting the boss the moment it unlocks. Unlocking it just spawns it โ€” killing it takes dozens of capped hits inside 30 minutes. Have your active marchers ready first.
  • โ–ธ Scouting the boss at a dead hour. 30-minute lifespan + dozens of repeated hits needed = schedule it for peak online, always.
  • โ–ธ Chasing the damage %. Boss rewards are flat per-participant; there's no ranked prize. Deal your cap and move on.
  • โ–ธ Ignoring daily Rally rewards. Assist rewards reset daily โ€” help allies every day, not once, and refill your Warrants doing it.

TL;DR โ€” The Quick Hits

  1. 1. Hot Pursuit = 3-day event: Solo ladder (50 stages) + Alliance Elite Bounty boss.
  2. 2. Pick one difficulty per event; unlock the next only by clearing all 50 stages of the current one.
  3. 3. Finish your difficulty โ€” don't stall in a harder one and lose the clear gift + unlock.
  4. 4. Every 10th stage is a power wall (up to 3.7ร—), then it drops back. Build for the milestone.
  5. 5. Milestone (ร—10) stages pay the best per-kill loot โ€” push to the next ร—10, not the stages between.
  6. 6. Per-kill bundle scales with difficulty (5ร— at Hell); best-stage mail counts only your single highest stage.
  7. 7. Nightmare & Hell are the only Electro Core source (ร—45 / ร—54). Lower tiers give none.
  8. 8. Scouting costs stamina, NOT Warrants. Warrants only convert a fugitive to an alliance Rally.
  9. 9. You get 5 Warrants (wiped at end); the first 5 ally-helps refund one each โ€” help daily.
  10. 10. Boss unlock is a member-count gate; killing is a separate job โ€” spawning it isn't the same as dropping it.
  11. 11. Damage cap is per hit, not per player: bosses take ~30โ€“50 max-strength hits (boss 1โ†’5), so 4โ€“6 players can grind one down with repeated marches inside its 30-min window.
  12. 12. Boss rewards are flat per-participant โ€” no damage leaderboard. Just land your hits.
  13. 13. R4+ should Schedule Scout the boss for peak online โ€” it only lives 30 minutes.
  14. 14. Muster your hitters BEFORE scouting the boss; unlocking it โ‰  being able to kill it.
  15. 15. Climb in order: solo until you fail, then rally until you fail, then spend a Warrant. Rally every ร—10 wall; don't waste Warrants early.
  16. 16. Energy is the real cap: a no-rally clear is 1,250 (25/stage). Free Delicious Meals give 720 over the event; you regen the rest. Hoard donuts before Hot Pursuit hits the calendar.
  17. 17. On low bosses, open with a one-troop attack from everyone to lock in participation rewards, then call to finish โ€” rewards are by participation, not damage.