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Whiteout Survival State vs State Complete Guide [2026] — Preparation & Battle Phase Strategy

Last Updated: April 30, 2026
Published: April 30, 202623 min read

Part of the State Warfare Series:

State of Power (commonly called SvS or State vs State) pits two matched states against each other across a roughly week-long competition. It is the largest scheduled cross-state event in Whiteout Survival, replacing King of Icefield on a roughly four-week rotation. This guide covers the full event mechanics, day-by-day Preparation strategy, Battle Phase tactics, Field Triage recovery, and the coordination patterns that separate winning states from losing ones.


Eligibility & Schedule

States become eligible for their first State of Power at approximately 80 days of state age (often described as around twelve weeks). Once eligible, a state cycles between SvS and King of Icefield approximately every four weeks. If matchmaking cannot find a suitable opponent, the state receives King of Icefield for that cycle as a fallback.

To participate in cross-state combat during the Battle Phase, a player must reach Furnace Level 16. Players below that threshold can still contribute to Preparation Phase scoring and other in-state activities, but cannot teleport into the enemy state.


Core Mechanics (Canonical Reference)

This section centralizes the numerical ground truth used throughout the guide. Subsequent sections reference back to these values rather than restating them.

Phase Structure

  • Matchmaking: 2 days
  • Preparation Phase: 5 themed daily stages, Monday through Saturday morning (roughly 5 to 5.5 days total)
  • Battle Phase: 12 hours, Saturday 10:00 UTC to 22:00 UTC
  • Field Triage: Post-battle recovery window

Battle Phase Combat

  • Cross-state teleport requires Furnace Level 16 minimum
  • Three free Cross-State Teleporters granted at Battle Phase start
  • Kill and wound points are only awarded against targets within ±3 Furnace Levels
  • For rallies, the Rally Captain's Furnace Level determines the valid target range for all participants
  • For battlefield reinforcements, the assisted player's Furnace Level applies

Sunfire Castle Battle

  • Hosted in the state that lost the Preparation Phase (the "defender")
  • Begins at 12:00 UTC, lasts up to 5 hours (window closes at 17:00 UTC)
  • Win condition: hold the castle for 2.5 consecutive hours
  • Tiebreaker: if no alliance achieves a consecutive hold, the alliance with the longest cumulative hold wins
  • An alliance controlling both the castle and the surrounding turrets is reportedly not fired on by those turrets

Field Triage Revival

  • Base auto-revive: 30% (no action required, applies to troops killed during Battle Phase, excluding troops in the Enlistment Office)
  • Maximum theoretical revival rate: 90% (30% base + 10% gem potions + 50% alliance assistance)
  • Each player receives 20 Rebirth Tomes at the start of Field Triage
  • Each player can receive at most 50 Rebirth Tomes from alliance members (50% cap)
  • Revival Potions: up to 10 purchasable, 1% revival per potion, gem cost ladder of 50 / 100 / 150 / 200 / 250 / 300 / 300 / 300 / 300 / 300 (total 2,250 gems for the full 10%)

Preparation Phase Point Conversions

Activity Points
Construction / Research / Training / Expert Skill speedup 30 per minute
Fire Crystal (building upgrades) 2,000 each
Refined Fire Crystal (building upgrades) 30,000 each
Fire Crystal Shard (research) 1,000 each
Mythic Hero Shard (ascension) 3,040 each
Hero Exclusive Gear Widget 8,000 each
Hero Gear Essence Stone 4,000 each
Chief Charm max score increase 70 per point
Other Chief Gear max score increase 36 per point
Troop training Lv. 1 = 3 pts, Lv. 2 = 4 pts, scaling to Lv. 10 = 60 pts; higher tiers above

Gem-purchased speedups do not count toward Preparation Phase points. Mithril use also contributes points; verify the current value in the in-game scoring panel before committing large quantities, as reported figures vary across sources.


Phase 1: Matchmaking (2 Days)

Matchmaking pairs your state against another based on the Troop Power of the top 100 chiefs in each state, recent battle records, and overall activeness. The full algorithm is not publicly disclosed.

What to do during Matchmaking:

  1. Scout the enemy state. Players commonly create an alternate account in the opposing state via Character Management. Once that alt's HQ reaches level 8, the state leaderboards become viewable. Use this to identify the top alliances, top players, and rough power distribution. Knowing whether the enemy has a single dominant alliance or several balanced ones materially changes castle defense priorities.
  2. Map your own ±3 brackets. The Furnace Level difference rule controls who can target whom for points. Cluster your roster by Furnace Level so coordinators know which whales rally together, which mid-tier players form the second wave, and which players will mainly serve as reinforcement donors.
  3. Pre-stage resources. Hold off on speedups, hero shards, gear stones, and crystal use until Preparation Phase begins. Anything spent before the event window does not score.
  4. Avoid late Furnace promotions. Pushing into a higher Furnace Level just before the event lifts you to the bottom of a higher ±3 bracket, where your kill-point ceiling drops. If your roster includes players hovering near a Furnace boundary, decide deliberately whether to promote before or after the event.

[!NOTE] If your state receives King of Icefield instead of SvS in a given cycle, the matchmaker failed to find a suitable opponent. Treat that cycle as a normal individual event.


Phase 2: Preparation Phase (Monday to Saturday Morning)

The Preparation Phase splits into 5 themed daily stages. Days 1 through 4 each last 24 hours; Day 5 extends and ends at 10:00 UTC on Saturday, when the Battle Phase begins.

The 5 stages are:

  1. City Construction
  2. Basic Skills Up
  3. Beast Slay
  4. Hero Development
  5. Power Boost

Each stage has its own scoring activities and milestone rewards. Activities are scored within the stage that matches their theme, so timing matters: a hero shard spent on a non-themed day will not contribute to that day's stage score.

State-Level Stakes

The state with the higher total Preparation Phase score becomes the attacker for the Battle Phase. The lower-scoring state becomes the defender and hosts the Cross-State Castle Battle in their territory. The attacker's own Sunfire Castle is treated as protected during the Battle Phase, so the attacker can commit fully to offense without splitting forces for home defense.

The Preparation Phase winner also receives a Healing Speed buff and an Enlistment Office Capacity buff during the Battle Phase. Both buffs materially affect troop sustain and recall.

Daily Prioritization Framework

Day Stage Primary commit
Day 1 City Construction Construction speedups, Fire Crystals and Refined Fire Crystals for building upgrades
Day 2 Basic Skills Up Research speedups, Fire Crystal Shards
Day 3 Beast Slay Stamina-based activities (verify exact scoring in-game)
Day 4 Hero Development Mythic Hero Shards, Widgets, Hero Gear Essence Stones, Charm and Chief Gear improvements
Day 5 Power Boost Troop training (extended day, ends 10:00 UTC Saturday)

Higher-tier troops yield disproportionately more points per training run (60 points at Lv. 10 versus 3 at Lv. 1), so weighting training speedups toward your highest-tier troops on Day 5 produces the strongest score lift per resource spent.

Promotion scoring: When promoting troops, points awarded equal the difference in per-troop point value between the start and end tier. A Lv. 9 to Lv. 10 promotion therefore scores less per troop than training a fresh Lv. 10 from scratch — but is far cheaper in resources.

Banking Checklist (Final Week Before Preparation Phase)

The fastest way to lift state-wide Preparation Phase output is for every alliance member to enter Day 1 with stockpiles ready. A single state-wide message from alliance leadership in the days before SvS, listing what to hold, can produce a larger swing than any individual play.

  • Hold for Day 1 (City Construction): construction speedups, Fire Crystals, Refined Fire Crystals.
  • Hold for Day 2 (Basic Skills Up): research speedups, Fire Crystal Shards.
  • Hold for Day 4 (Hero Development): Mythic Hero Shards, Hero Exclusive Gear Widgets, Hero Gear Essence Stones, Chief Charm and Chief Gear materials.
  • Hold for Day 5 (Power Boost): training speedups, sufficient resources to complete planned troop training queues.

Milestone Rewards

Personal milestone rewards are tiered by point thresholds within each stage. Alliance milestone rewards are awarded based on alliance-wide point totals. Both scale with Furnace Level, with maximum thresholds applying at Furnace Level 30. Reaching the top personal grade in a stage awards a State Medal.

[!WARNING] Forfeit Rule: Alliance Ranking rewards are only distributed to members present in the alliance at the tally phase. Players who leave their alliance before tally forfeit their share. Alliance leaders should freeze membership changes for the final hours before any phase tally.


Phase 3: Battle Phase (Saturday, 12 Hours)

The Battle Phase opens at 10:00 UTC Saturday and runs for 12 hours. Three Cross-State Teleporters are granted free at the start. The Sunfire Castle Battle begins at 12:00 UTC and runs for up to 5 hours within the broader window.

Battle Phase Hourly Map

Window (UTC) Duration Tactical priority
10:00 – 12:00 2 hours Pre-castle. Cross state, position rallies, soften priority enemy targets, pull or rebase reinforcements
12:00 – 14:30 2.5 hours Castle clean-win zone. Capture and begin a 2.5-hour consecutive hold; defenders contest aggressively
14:30 – 17:00 2.5 hours Castle tiebreaker zone. Clean wins are no longer reachable; both sides race to maximize cumulative hold
17:00 – 22:00 5 hours Post-castle. Farm kill points within ±3 brackets, finish off weakened targets, prepare for Field Triage

The pre-castle window is short but valuable: two hours of unconstrained combat against enemy targets before the castle dominates everyone's attention. Use it to soften the enemy's strongest holders before they can rally for castle defense.

Pre-Battle Checklist (10:00 UTC start)

  • Confirm Furnace 16 minimum on every cross-state attacker
  • Pull reinforcements from any city whose owner intends to cross — see the reinforcement loss rule below
  • Confirm alliance role assignments (see framework below)
  • Verify rally captain Furnace Levels match intended target tiers
  • Confirm Cross-State Teleporter inventory (3 free, plus any standard teleporters held)

Alliance Role Framework

The work of a Battle Phase splits into distinct roles. Most alliances will not fill all roles equally; tailor assignments to your roster shape.

Role Typical Furnace tier Primary task
Frontline attackers Top FC in the alliance Lead rallies on priority enemy targets; capture and hold the Sunfire Castle if the alliance is committed to it
Rally fillers Within ±3 of frontline captains Join high-FC rallies for kill points and combat output
Mid-tier solo Mid FC Solo-attack within their own ±3 range; harvest kill points away from contested zones
Stay-home defenders Any Hold reinforcements in home alliance territory; repel any enemy attackers who cross into your state
Reinforcement donors Any (often sub-FC 16 or strategic stay-homes) Send reinforcements to alliance members holding territory inside your home state
Castle resetters (defending state only) Mid-to-high FC Break enemy holds with brief recaptures to reset the consecutive-hold timer before 14:30 UTC

A common mistake is treating every member as a frontline attacker. The reinforcement and stay-home roles compound the alliance's combat output more than marginal solo attackers, especially when the alliance is defending or contesting the castle on home territory.

The Reinforcement Loss Rule

[!CAUTION] Teleporting from your home state into the enemy state causes all reinforcements stationed in your city to be lost. This is the most expensive avoidable mistake in SvS. Players should pull or rebase reinforcements before crossing, or designate stay-home players who hold reinforcements for in-state defense and never cross. Teleporting within your home state preserves reinforcements normally.

Returning from the enemy state to your home state places you at your last known location (or the nearest available tile if it is occupied).

Shield Discipline

During the Battle Phase, attacking or joining a rally while under a Shield drops the Shield and applies a 30-minute cooldown that prevents re-shielding. Sending reinforcements does not drop the Shield.

Situation Action
Crossing into enemy state to attack Drop Shield deliberately; commit to the 30-minute cooldown
Staying home, donating reinforcements only Keep Shield up; reinforcements do not drop it
Mid-tier player in enemy state, attacking between rests Plan attack windows in 30-minute increments; expect to be exposed at the end of each cycle
Castle defender resetting holds briefly Expect to take return fire during the 30-minute cooldown after each reset

Rally Captain Selection

For rally combat, the Rally Captain's Furnace Level sets the ±3 target range for the entire rally. Captain selection matters more than individual rally power: a perfectly composed rally with the wrong captain produces zero kill points.

Priority target Furnace Level Captain Furnace Level for kill-point eligibility
FC 30 FC 27 to 30
FC 28 FC 25 to 31
FC 26 FC 23 to 29
FC 24 FC 21 to 27

The pattern: captain Furnace Level must be within ±3 of the target. Rally fillers do not need to match the captain's range — only the captain does.

For free-form battlefield reinforcements (as opposed to rallies), the assisted player's Furnace Level applies, so reinforcements can support players outside the assister's own ±3 range without scoring penalty.

The Sunfire Castle Battle

Hosted in the defender's state, starting at 12:00 UTC, the castle battle lasts up to 5 hours. Victory requires holding the castle for 2.5 consecutive hours. If no alliance achieves a consecutive hold, the alliance with the longest cumulative hold time wins.

Castle Battle Timing Math

The 5-hour window plus the 2.5-hour consecutive requirement creates a hard deadline:

  • 14:30 UTC is the latest possible time to begin a 2.5-hour hold that wins outright. After 14:30 UTC, the remaining window is shorter than 2.5 hours and no alliance can achieve a clean consecutive hold.
  • The window splits into two zones with very different optimal play:
    • 12:00 – 14:30 UTC (clean-win zone): Defenders should aim to break holds even briefly, since a single recapture resets the consecutive timer and forces the holder to start over. Attackers should commit fully to extended holds and accept attrition.
    • 14:30 – 17:00 UTC (tiebreaker zone): Brief recaptures lose strategic value because they no longer threaten the consecutive requirement. Both sides should maximize total time spent holding the castle. Sustained holds beat repeated short captures.

Defenders trying to deny an enemy clean win have a clear pre-14:30 priority: reset the enemy's consecutive timer at least once. After 14:30, the contest becomes pure cumulative arithmetic.

Castle Tactical Notes

  • An alliance controlling both the castle and the surrounding turrets is reportedly not fired on by those turrets. Consolidating turret control is therefore worth considering before committing to a long castle hold.
  • Alliance buildings cannot be attacked during the Battle Phase, but cross-state teleportation ignores alliance territory borders. Attackers can land directly inside enemy alliance territory near the castle.
  • Reinforcement ceilings on castle holders matter: the alliance that captures the castle benefits most from coordinated reinforcement waves rather than solo holding power.

Outcome Scenarios

The combination of Preparation Phase outcome and Battle Phase castle outcome determines who governs each state for the next term:

Preparation winner Castle winner Result
State A State A State A's winning alliance leader appoints a Supreme President governing both states
State A State B Each state retains its own President independently
State B State A Each state retains its own President independently
State B State B State B's winning alliance leader appoints a Supreme President governing both states

The Supreme President term lasts two weeks. When the Battle Phase begins, any active President buff is reportedly deactivated for that window.


Phase 4: Field Triage

Field Triage opens after the Battle Phase ends. It is a recovery window during which alliance members can pool tomes and individual players can spend gems to revive troops killed during the Battle Phase. Troops in the Enlistment Office are excluded; only field-killed troops are recoverable here.

The Revival Math

The 90% theoretical maximum breaks down as:

  • 30% automatic — granted with no action, no cost
  • 10% from gem-purchased Revival Potions — 10 potions, 1% each, total cost 2,250 gems
  • 50% from alliance Rebirth Tome assistance — capped at 50 tomes received

The remaining 10% is unrecoverable. Players who lost large troop counts and want to maximize recovery need to (a) be eligible to receive 50 tomes from alliance members and (b) commit the full 2,250 gems for Revival Potions.

Tome Distribution Workflow

Each player gets 20 Rebirth Tomes automatically, intended for use on alliance members. The asymmetry between "20 tomes given" and "50 tomes received maximum per player" creates the natural coordination problem: the alliance has plenty of tomes in aggregate, but they must be directed to the players who took the heaviest losses, and capped before tomes are wasted.

A workable workflow:

  1. Hour 0 – 1: Alliance leadership identifies and publishes a priority list of heavy-loss members. Members do not start spending tomes until the list is published.
  2. Hour 1 – 4: Members donate to the priority list in order. Coordinators track the running tome count for each priority recipient to avoid wasting tomes past the 50-tome cap.
  3. Hour 4 – Field Triage close: Once priority recipients have hit 50 tomes received, remaining tomes flow to secondary recipients (mid-tier loss members).

Players in some alliances temporarily invite farm accounts or alternate characters during Field Triage to donate additional tomes to heavy-loss members. This is a player-initiated convention, not a game-supported feature.

Revival Potion Decision Framework

The gem cost ladder rewards committing fully or stopping early. The first three potions cost 50 / 100 / 150 gems for 3% recovery (300 gems total). The last five potions cost 300 gems each for 5% recovery (1,500 gems total).

Compute the decision against actual troop losses, not on principle:

  • Negligible losses: Skip potions or buy only the cheap first 1 to 3. The marginal recovery is small in absolute troop terms.
  • Moderate losses: The cheap first three (300 gems for 3%) are usually worth it. Whether to push to the full 10% depends on how heavily you value recovered troops relative to the 1,950-gem step-up cost.
  • Heavy losses: Buy the full 10. The 2,250-gem cost is small relative to the troop power being recovered, and skipping the last five potions caps recovery at 80% rather than 90%.

Combining tome assistance and potion spend matters: a heavy-loss player who secures 50 tomes received but skips potions sits at 80%; the same player with potions hits 90%. The marginal 10% costs 2,250 gems and is independent of any alliance coordination.


Rewards Structure

Sunfire Tokens

Sunfire Tokens are the event currency, earned through personal and alliance milestone rewards in both Preparation and Battle Phase, and from phase-end state rewards. Tokens are spent in the State of Power Shop, which contains Exclusive Items only purchasable by players from the state that won the most recent Battle Phase. The shop resets before each SvS cycle.

State Medals (Medals of Honor)

Earned by reaching the top personal point grade in a stage. Collecting designated numbers of medals unlocks additional reward tiers tied to the current hero generation.

Hero Shards

Hero Shards rewarded through SvS ranking correspond to the Hero of the Season, which changes based on the state's current hero generation. Top personal ranks in the Preparation Phase total ranking and the Battle Phase ranking are reported to receive seasonal Hero Shards, with top Battle Phase ranks also receiving exclusive city skins.

Phase-Win Buffs

The Preparation Phase winner receives a Healing Speed buff and an Enlistment Office Capacity buff during the Battle Phase. These materially advantage the attacker: faster healing means more cycles back into combat, and higher Enlistment Office capacity means more troops protected from kill-counting during the battle window.


Strategic Considerations

State age and matchmaking. Newer states near the 80-day eligibility threshold often draw similarly young opponents, but can occasionally be matched against more developed states depending on the matchmaker's read on top-100 power. Use the Matchmaking phase to scout — don't assume the other state is comparable.

Alliance coordination over individual scoring. Personal milestones cap out at Furnace 30 thresholds, so individual players past that point earn maximum personal rewards regardless of state outcome. Alliance Ranking rewards and the Sunfire Castle prize structure, by contrast, scale directly with state and alliance performance. Coordinated alliances out-earn solo whales over the full event.

Preparation Phase as opening move. Winning Preparation Phase produces three compounding advantages: attacker status (own castle protected), Healing Speed buff, and Enlistment Office Capacity buff. These advantages translate into more sustained combat output during the Battle Phase, which makes the Castle Battle easier to win, which produces the Supreme President outcome. Treat Preparation as foundational, not optional.

Resource banking before SvS. Hold construction speedups, research speedups, hero shards, gear stones, and crystals from the previous cycle until Preparation Phase begins. A state-wide banking culture, enforced by alliance leadership, can move a state from second place to first in Preparation Phase scoring without changing how much each player actually spends. The dedicated War Preparation event guide walks through the discipline framework day-by-day; pair it with Frostfire Mine and Fortress Battles for the full pre-SvS scoring cycle.

Furnace Level timing. Promoting into a higher Furnace Level shortly before SvS lifts the player to the bottom of a higher ±3 bracket, where their kill-point output drops. For roster planning, decide whether to promote borderline players before or after the event deliberately rather than by default.

Enlistment Office discipline. Troops kept in the Enlistment Office during Battle Phase do not contribute to combat, but they also do not count toward enemy kill points and are excluded from Field Triage auto-revive. Players staying entirely defensive can shelter troops in the Enlistment Office; players actively attacking should empty it before engaging so all available troops are deployable.

T12 (Flame Tech) considerations. T12 Exalted Troops, introduced for eligible states in April 2026, affect Battle Phase combat output without introducing a separate SvS-specific scoring ruleset. States with T12-eligible top players should account for their increased combat ceiling when planning rally compositions and target priorities.


Common Pitfalls

  • Crossing state with reinforcements. Cross-state teleport drops all reinforcements stationed in the player's city. Pull reinforcements first, or designate stay-home defenders.
  • Attacking under shield. Initiating an attack or joining a rally under a Shield drops the Shield and triggers a 30-minute re-shield cooldown. Reinforcements do not drop the Shield.
  • Mismatched rally captain levels. A captain whose Furnace Level is more than 3 levels off the priority target produces zero kill points for the entire rally, regardless of rally composition or power.
  • Leaving the alliance pre-tally. Members who leave before the tally phase forfeit their Alliance Ranking rewards. Freeze rosters in the final hours before tally.
  • Spending speedups before Preparation Phase opens. Pre-event spending does not score. Verify the Preparation Phase has begun before committing.
  • Wasting tomes on light-loss players. A player can receive at most 50 Rebirth Tomes during Field Triage. Tomes sent past that cap are lost to the alliance.
  • Underspending on Revival Potions for heavy-loss players. The 90% revival ceiling assumes the full 10% gem potion track. Heavy-loss players who skip potions cap at 80%.
  • Pushing for clean castle wins after 14:30 UTC. After the clean-win deadline passes, alliances that keep playing for 2.5-hour holds instead of cumulative time waste effort. Switch to cumulative-hold play when the window narrows.
  • Promoting Furnace Level just before SvS. A late promotion to a new Furnace tier puts the player at the bottom of a higher ±3 bracket and reduces their kill-point output during the Battle Phase.

Quick Reference Card

Item Value
Battle Phase window Saturday 10:00 – 22:00 UTC (12 hours)
Castle Battle window Saturday 12:00 – 17:00 UTC (up to 5 hours)
Castle clean-win deadline 14:30 UTC (latest start of a 2.5-hour consecutive hold)
Furnace minimum to cross state 16
Kill / wound point bracket ±3 Furnace Levels
Cross-State Teleporters granted 3 free at Battle Phase start
Field Triage base auto-revive 30%
Field Triage maximum revive 90% (30% base + 10% gems + 50% allies)
Rebirth Tomes given per player 20 (for donation)
Rebirth Tomes maximum received 50
Revival Potions full cost 2,250 gems for 10 potions
Revival Potion cost ladder 50 / 100 / 150 / 200 / 250 / 300 / 300 / 300 / 300 / 300
Speedup conversion 30 points per minute
Refined Fire Crystal value 30,000 points
Mythic Hero Shard value 3,040 points
Hero Exclusive Gear Widget value 8,000 points
Hero Gear Essence Stone value 4,000 points
Chief Charm value 70 points per max-score point
Other Chief Gear value 36 points per max-score point
Supreme President term 2 weeks
Shield drop cooldown (Battle Phase) 30 minutes
State age eligibility (approximate) 80 days
State of Power rotation Approximately every 4 weeks (alternates with King of Icefield)