Official Guide: SvS[]
Author: The White Oracle & Vision of Miracles
Updated by: The Deathly Shadow
State versus State or SvS is a monthly event where two states matched to compete against each other to conquer the Capital. This event requires a minimum state age of 14 weeks for states to be able to participate.
Overview:[]
The challenge consists of three stages: Preparation Stage, Warfare Stage, and Revival Stage.
Schedule:[]
- Matching (2 days)
- Begins on Friday of Throwdown week and ends at 23:59:59 UTC on Saturday.
- Chiefs can check for detailed rules, opponent information, start times, and reward details.
- Pre-preparation day (Sunday)
- Opposing state will be known on Sunday at reset.
- Players can spy on the opposing state by creating an account in that state through character management. Upgrading the headquarters to level 8 will allow you to view the state's leaderboards.
- Preparation Stage (Monday to Saturday)
- Consists of 5 phases that are similar to Survival of the Fittest stages.
- The first to fourth phases of the SvS preparation stage last for 24 hours. The fifth phase lasts 32 hours, starting on Friday and ending before 8:45 UTC on Saturday.
- Warfare Stage (10 hours)
- Starts at 8:45 UTC on Saturday and ends before Sunday.
- Cross state Capital Clash will ensue from 10:45 UTC to 18:45 UTC.
- Players of both states will be able to port to their opponent’s state once this stage has started.
- Revival Stage (36 hours)
- Starts on Sunday and ends at 12 UTC on Monday.
I. Preparation Stage[]
- On Monday’s reset, an icon showing the matched state's overall points will appear on the bottom-right side of your screen.
- The Preparation Stage will consist of 5 phases, where chiefs of the two opposing states will gain points by doing tasks. The final overall score of the states will determine where the Capital Clash will be held
- The state which has the most points at the end of the Preparation Stage will be declared the winner. It will receive a 15% healing speed-up buff that will be activated during the warfare stage.
- The invaded state can activate the state healing buff (governor benefit) before the Capital Clash starts, so they can still benefit from a healing buff even though they are not the victorious state of the preparation stage.
- The losing state from the preparation stage will host the Capital Clash.
Tips:
1.) SvS week comes after Throwdown week. If you, your alliance, and your state want to win the preparation stage, you might want to save your items during Throwdown week and only use them when the SvS Preparation Stage begins.
2.) State buffs, such as the construction speed boost and the research speed boost can be scheduled during stages that have speed-up tasks, and the training speed boost on the troop's power up stage to maximize the use of speed-ups.
3.) The last stage of preparation is 32:45-hours long, which means you can still perform tasks for points 8:45 hours after reset on Saturday. It would be best to perform chief gear upgrades with the Classic Power Sprint event.
II. Warfare Stage[]
- The Warfare Stage is a 15-hour-long event of SvS that starts at 8:45 UTC and ends at 23:45 UTC. Players will be able to cross to the other state the moment this stage begins. The hours between 10:45 UTC and 18:45 UTC constitute the Capital Clash fight, where the rules are the standard Capital Clash rules with the exception that the alliances within each state considered as allies rather than enemies.
- The outcome of the Preparation Stage has an effect on players of both states.
- Players, regardless of if their state won or lost the Preparation Stage, can teleport to their matched state 2 hours before (8:45 UTC - 10:45 UTC) and an hour after (22:45 UTC - 23:45 UTC) Capital Clash.
- Once the Capital Clash commences, only the players from the state that won the Preparation Stage can teleport back and forth from their home state and to the enemy state. The players of the state that lost the Preparation Stage are free to stay in the other state if they wish. If they cross back to their home state, however, they will not be able to teleport back to the state that won the preparation stage during the capital fight.
- If the Capital Clash finishes early, players from both states are free to cross states within the given limited chances.
- You will have 3 free chances to teleport from your home state to the enemy state. Once you have used those up, you can teleport 3 more times by using biocaps.
Teleportation cost | |
1st | 100 |
2nd | 300 |
3rd (last) | 300 |
- To be able to teleport to your enemy state, your headquarters must be at least level 16.
- There will be a 24-hour peace flare sent via mail for player's protection. This item must be claimed and manually activated for it to take effect.
Attack/defence rules:[]
- It is allowed for players to attack any settlement level, but to earn points and get resources, they must only attack settlements that are ±3 levels from the level of their headquarters.
- For example, if a player's headquarters is level 30, the lowest settlement level he can attack for points and resources is level 27 and the highest settlement level would be a plasma 3 headquarters.
- In rallies, this rule only applies to the HQ level of the rally leader. If a level 30 HQ player rallies a level 27 HQ player, and he has plasma 5 joiners in his rallies, these P5 players will get points and resources.
- In addition, troops still get wounded and die. Remember that the HQ level only makes a difference for getting points and resources. Players can attack any settlement, which means they can still zero players to make it difficult for an alliance to fill rallies.
- Note: A starred settlement increases a player's level. So, a level 30 headquarters with 5 stars is a level 35.
- Teleporting inside the other state's alliance territories is possible.
- For states 242 and onwards, teleporting directly to other alliance territories within your state is prohibited.
- Teleporting from the enemy state back to your home state will relocate you back to your last known location. Or move you a few tiles away in case it was occupied by someone else first or a resource node or an infected spawned in the area.
- During Capital Clash fight:
- If the towers and the capital will be occupied by alliances of the same state, the towers will not fire.
- If alliances from the same state rally and hit the same building (capital/towers), their rallies will clash and cause damage to one another. They will not get SvS points for those hits.
- Considering both sides during fights over capital/towers are defensive. Players will not lose a single troop until their hospital capacity will be fully consumed.
- 77% of lost troops will be recovered through the enlistment office.
- 90% of your overall dead troops can be revived during the Revival Stage (For the general mechanism of Capital Clash fight, please refer to the Capital Clash guide.)
- Settlement attack/defence:
- The attacking side will have permanent losses (90% are revivable during Revival Stage).
- The defending side will not lose any troops until their hospital capacity will be fully reached.
- 77% of lost troops will be recovered through the enlistment office.
- 90% of your overall dead troops after warfare can be revived during the revival stage.
- With MIGO:
- Players of a state with MIGO can unlock and access the Wall Destroyer skill once the third blue tank in their MIGO station upgraded to level 10. This will be included in your chief's skills.
- The Wall Destroyer can be strategically used during SvS. It can be used to eject the enemy rally leaders and cancel or delay their attack, or remove players taking prime spots in the front-row surrounding the capital.
- When activating it, a player sees a message to select a settlement target.
- Headquarters with maxed level barricades have 36,000 health points so to force evict another player, others must hit him twice (20,000 damage points each for MIGO, 16,000 damage each for YITH) with the Wall Destroyer.
- After the Wall Destroyer successfully evicted a player, they will have a 12-hour protection cooldown from being attacked again by the Wall Destroyer.
- The cooldown to use the Wall Destroyer skill is 8 hours, but it can be shortened to 4 hours when upgrading the correct items in your World Event station.
- Eviction by the Wall Destroyer in the capital zone is the same with eviction through settlement defeat, in terms that the barricade instantly goes back to full health after it has been teleported.
- There are also Capital buffs gained from specific World Event’s station equipment. These buffs are stackable within the alliance, so the more members to unlock them, the higher the buff percentage will be.
This is what the additional 0.40% buffs look like in rally battle reports:
Note: If a player decides to leave their alliance, the buffs will follow them, but they will not immediately be integrated to the new alliance as there will be a cooldown for them. The same situation applies for when the player decides to return to their previous alliance.
- Please refer to the MIGO station buff chart below, for information on what the effect is when upgrading each device.
III. Revival Stage[]
On Sunday’s reset, players can revive their dead troops (who fought bravely during warfare). Please note, you can only revive troops that died fighting against the enemy state. Troops that died fighting players of your state will not enter the pool of your revivable troops.
- A 20% healing speed bonus will be active throughout this stage.
- Revival kit.
- Players start with a basic entitlement of 30% revival, which can be increased by another 10% by using biocaps to purchase revival kits (each kit will give you +1% revival rate).
Revival kit | Required biocaps |
1st | 50 |
2nd | 100 |
3rd | 150 |
4th | 200 |
5th | 250 |
6th | 300 |
7th | 300 |
8th | 300 |
9th | 300 |
10th | 300 |
Total | 2,250 |
3. Revival vouchers.
- All players will have 10 revival vouchers to share.
- These vouchers can only be shared to players within the same alliance. It is therefore useful to allow farm accounts who do not need their vouchers to temporarily join the alliance to share their vouchers.
- Players can receive up to 50 revival vouchers from other alliance members, this is equivalent to an additional 50% revival rate.
All players can revive up to 90% of their dead troops through revival kits (needs biocaps) and revival vouchers. During this stage, make sure you actually revive your lost troops by pressing the “Revive Dead Troops” button in the SvS page because they will not return until you do.
Tip: It is best to prioritize sharing revival vouchers to the alliance members who have the most losses.
IV. Governor[]
Preparation Stage | Warfare Stage | Governor |
Won | Won | The leader of the alliance who successfully won the capital fight will be the governor. The governor will have an additional bonus buff of 50% and a special governor buff Governor's order. (This is a skill that boosts the troop lethality of all chiefs within the state, when deployed). |
Won | Defeated | The leader of the alliance that won the previous Capital Clash gets to choose the new Governor of the state. |
Defeated | Won | The leader of the alliance that successfully took over the Capital gets to choose the Governor. The Governor will have the bonus buff and the Governor's Order skill. |
Defeated | Defeated | The state will not have a governor for 2 weeks, or until a new one has been declared at the end of their next Capital Clash. |
Note: If the alliance leader does not appoint a governor within two hours, they will have the role by default.
Note that the state buffs and honors granted by an SvS-governor are 1.5 times more, and the amount of governor packs they can distribute is 2 times more.
V. State Warfare Store[]
This event has a special store of its own, which opens on Friday of the throwdown week and closes on Monday of the next throwdown week.
This store, like other event stores, only accepts a type of coin unique for its event. In this case, it is the State versus State coins. These coins are obtainable from crate rewards, preparation victory and defeat rewards, warfare alliance crate rewards (rank 1 to 20 only), and warfare victory and defeat rewards.
An interesting thing about the State Warfare store is that it has exclusive goods that can only be bought by players from the victorious state in the cross state battle. Being able to buy these exclusive goods is a great help to one’s state, as it allows free-to-play players to get more plasma cores and hero fragments that are needed to grow their accounts.
Keep in mind that the store is only open for a limited time. The exclusive goods might go to waste if you forget to buy them. Remember that the rewards will only be offered in a limited amount per SvS and only buyable if your state wins.
VI. Rewards[]
There are many rewards to gain from SvS.
a.) SvS crate rewards (solo and alliance crates)
b.) Signet rewards
c.) Preparation Stage daily solo and alliance rank rewards
d.) Preparation Stage overall solo and alliance rank rewards
e.) Warfare Stage solo and alliance rank rewards
f.) Victory or defeat rewards
a.) Crate rewards
b.) Signet rewards
Signet rewards can be obtained by acquiring certain amounts of Warfare Signets. You can earn Warfare Signets from the third solo crates of both Preparation Stage and Warfare Stage. Get all six of them to get the maximum rewards.
Note: Signet rewards will be sent via mail.
c.) Preparation stage daily rank rewards
d.) Preparation Stage overall rank rewards with the victory and defeat rewards.
e.) Warfare Stage overall rank rewards with the victory and defeat rewards
See Also[]
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