Faction Chaining
Chain timer and cooldown, bonus hits, unlock costs, respect multipliers (FF, war, retal, mug), stacking, and ranked-war chain rules.
By Weav3r
Overview
A chain is a shared faction attack counter. Land successful hits close enough together and the counter climbs. Longer chains apply a respect multiplier and pay flat bonus hits at milestones. That respect funds faction upgrades. In ranked wars, chaining is also how most war score gets made.
Faction chat wins
Hold rules, who takes bonuses, leave-only vs hosp, and energy dumps are faction policy. If Discord contradicts a tip here, follow your faction. Numbers follow Chain (wiki).
Keep the chain timer alive
- Warm-up: 10 successful attacks within 5 minutes.
- Once the chain reaches 10, each later hit must land within a 5-minute window. A successful hit resets that timer and adds one to the counter.
- If nobody hits for five minutes, the chain breaks and enters cooldown.
- Cooldown rate (wiki): 6 seconds per hit already made. Example: break at 100 → 600 seconds (10 minutes) to fully cool. Attacks during cooldown do not extend or restart that chain.
- A successful attack on anyone not in your own faction counts (Leave, Mug, Hospitalize, etc.).
- Only full members contribute. Mid-chain joins wait out 72-hour Recruit status first.
Choose leave, mug, or hosp
| Outcome | Chain count | Respect note | Usual use |
|---|---|---|---|
| Leave | Counts | Full multipliers (no mug penalty) | Default for farming - shorter unavailable timers so you can rehit |
| Hospitalize | Counts | Full multipliers; required for retal bonus | Locks, retals, war pressure - longer timers; over-hosp can starve targets |
| Mug | Counts | 0.75× respect (wiki) | Only when leadership wants it - not for “extra cash” on a serious chain |
Take bonus hits on call
There are 13 designated bonuses. Each pays a flat respect amount. FF, war, retal, Warlord, and similar multipliers do not apply on these hits. Your faction must unlock each tier with permanent respect before that bonus is available (full unlock table under Reference).
| Bonus at hit # | Flat respect | Cooldown after bonus |
|---|---|---|
| 10 | 10 | 60 seconds |
| 25 | 20 | 150 seconds |
| 50 | 40 | 5 minutes |
| 100 | 80 | 10 minutes |
| 250+ | See Reference | Scales with the milestone |
- Leadership usually calls who takes the bonus. Do not hospitalize the designated victim early.
- In ranked wars, the bonus hit generally must land inside the enemy faction or the milestone is wasted for war scoring.
Stack respect multipliers
Every successful hit on a non-faction target earns respect. Normal hits combine the factors below. Bonus hits ignore these and pay only the flat amount.
Fair Fight (FF) is one of those factors: a 1× to 3× multiplier from relative battle stats. Roughly ~75%+ of your total stats vs the target → full 3×. Weaker targets → closer to 1×. Anyone above the 1000th-highest battle-stat score also grants full 3×. Aim for FF 3.0 when you can land the hit reliably.
| Factor | Effect (wiki) |
|---|---|
| Base respect | Scales with target level - about 1.00 at level 1 up to 1.50 at level 100 (linear). Form: `(level / 200) + 1`, rounded down to two decimals. |
| Chain scale | After hit #10, a slow multiplier from ~1× toward 2×: `0.25 × log10(hit#) + 0.75`. Example: hit #1,337 ≈ 1.53×. Not used on bonus hits. |
| Mug | 0.75× |
| Retaliation | 1.5× - must hospitalize someone who successfully attacked your faction within the last 5 minutes. Only once per attacker until they attack your faction again. |
| Group attack | Finisher bonus from extra friendly attackers: `1.5 - 0.25 × 0.5^(extra-1)`. Example: 3 extra attackers → 1.4375×. |
| War | 2× when hitting an opponent you are at war with (Territorial, Competitive, or Destructive). In a territory war the opponent must be on their wall for this bonus. |
| Fair Fight | 1× to 3× (definition above) |
| Overseas | 1.25× if the target is in another country |
Try the multiplier stack
Base (level)
1.25
Chain scale
1.25×
Group
1.0000×
Est. product
4.68
Before flat bonuses
Experiment with how multipliers combine on a normal hit.
Losing respect
If an opposing faction member attacks yours, your faction loses 25% of the respect they just gained. Turtle / self-hosp when AFK so you are not a free farm. See Blood bags.
Pick targets you can land
- Goal: highest respect per energy you can land reliably. Check faction chain / recent attacks for FF and respect per hit.
- Build a hit list before a long chain. Rank by how hard they are for you.
- Mission targets you can beat are often excellent FF sources.
- Faction spy notes and FFScouter help filter range, activity, hospital, and travel.
- Stay in your range. Farming down enemies meant for weaker teammates steals their targets unless leadership clears it.
Stack energy for go-time
Serious chains and wars expect a full 1,000 energy stack when ordered. Same Xanax ladder as war prep: ~1.5-2 days / 4× Xanax to ~1000e. Detail: Ranked wars and Rehab.
- Start from empty (or nearly empty) energy.
- Xanax (+250 energy) → wait drug cooldown (random 6-8 hours; faction perks do not shorten drug CD) → repeat.
- Four clean doses from empty → 1,000 if you spend nothing between.
- Plan ~1.5-2 days so an OD (~day-long drug CD) does not erase go-time.
- Optional: Vicodin on leadership’s clock shortly before start - only if they want it (+25% all battle stats while active).
Rough hit count
Attacks commonly cost 25 energy. A full 1,000e stack is about 40 hits before regen / refills.
Follow Hold and call hits
- Always check faction chat / Discord before dumping energy.
- Hold - stop and wait. Usually when near a bonus.
- Call hits - members announce / leadership assigns order; the chain leader assigns the bonus.
- Hitting through a Hold can waste a bonus. If the timer is about to die and chat is silent, ping a watcher - do not guess.
Chain inside ranked wars
| Hit type | Chain counter | War score |
|---|---|---|
| Inside (enemy faction) | Advances chain | Scores the war (war 2× applies). Bonus milestones generally must be inside. |
| Outside (anyone else valid) | Advances chain / keeps timer alive | Does not add war score. Used as chain fuel between inside bonuses. |
- If leadership calls inside only, outside hits waste energy.
- Do not take a bonus outside. Check the target’s faction near a milestone.
- Full war prep: Ranked wars for beginners.
- Territory wars can chain too; wiki war 2× only applies if the opponent is on their wall.
Reference
Full bonus respect table and faction unlock costs from the Chain wiki. Unlocking mid-chain does not break the active chain.
| Bonus at hit # | Flat respect | Cooldown after bonus |
|---|---|---|
| 10 | 10 | 60 seconds |
| 25 | 20 | 150 seconds |
| 50 | 40 | 5 minutes |
| 100 | 80 | 10 minutes |
| 250 | 160 | 25 minutes |
| 500 | 320 | 50 minutes |
| 1,000 | 640 | 1 hour, 40 minutes |
| 2,500 | 1,280 | 4 hours, 10 minutes |
| 5,000 | 2,560 | 8 hours, 20 minutes |
| 10,000 | 5,120 | 16 hours, 40 minutes |
| 25,000 | 10,240 | 1 day, 17 hours, 40 minutes |
| 50,000 | 20,480 | 3 days, 11 hours, 20 minutes |
| 100,000 | 40,960 | 6 days, 22 hours, 40 minutes |
Flat respect at each bonus hit
Bonus hits pay this flat amount only. FF / war / retal multipliers do not apply (Chain wiki).
| Max chain unlocked | Challenge | Respect cost |
|---|---|---|
| 10 | No challenge | 1,412 |
| 25 | Achieve a chain of 10 | 2,173 |
| 50 | Achieve a chain of 25 | 3,067 |
| 100 | Achieve a chain of 50 | 4,719 |
| 250 | Achieve a chain of 100 | 6,662 |
| 500 | Achieve a chain of 250 | 10,251 |
| 1,000 | Achieve a chain of 500 | 15,773 |
| 2,500 | Achieve a chain of 1,000 | 22,265 |
| 5,000 | Achieve a chain of 2,500 | 34,258 |
| 10,000 | Achieve a chain of 5,000 | 48,358 |
| 25,000 | Achieve a chain of 10,000 | 74,404 |
| 50,000 | Achieve a chain of 25,000 | 105,027 |
| 100,000 | Achieve a chain of 50,000 | 161,596 |
Respect cost to unlock each chain tier
Permanent respect spent to unlock the tier (Chain wiki costs table).
Do this
- Read faction chain / war orders for today.
- Confirm you are past Recruit status if you just joined.
- Stack if ordered (~1.5-2 days / 4× Xanax to ~1000e); clear drug CD before go-time.
- Have a target list; check chat for Hold / Call hits before every dump.
- Leave by default; hosp / mug only on call. Near bonuses, wait for the assigned hitter.
- If AFK: turtle / self-hosp so you do not leak respect.
Sources
Frequently asked questions
What is Fair Fight (FF) in Torn chaining?
Fair Fight is a respect multiplier from 1× to 3× based on relative battle stats. Roughly ~75%+ of your total stats versus the target trends toward full 3×. Weaker targets trend toward 1×. Hitting anyone above the 1000th-highest battle-stat score also gives full 3× (Torn wiki Chain page).
Do Fair Fight multipliers apply to chain bonus hits?
No. Designated bonus hits pay a flat respect amount only. Fair Fight, war, retal, Warlord, and similar multipliers do not apply on those incremental bonus hits.
What Fair Fight should I aim for when chaining?
FF 3.0 is the usual full-base target for respect per energy, as long as you can land the hit reliably. Check your faction chain / recent attacks view for Fair Fight and respect per hit.
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