Capital Clash
The more players that participate, the more likely we are to win — and the bigger the rewards for everyone.
Overview
There are two types of Capital Clash:
- Peaceful handover — every other Friday, a State 277–only event where the presidency is passed over. No rewards.
- Cross-state battle — on the Saturday after State Ruler competitions, we fight another server and either invade their capital or defend our own. Big rewards are up for grabs and every player is encouraged to take part.
This guide focuses on the cross-state battle (type 2).
All times and days stated are in server time, not local time.
Invasion Rights (State Ruler)
From Sunday to Friday before a Saturday Capital Clash, we compete against another state in State Ruler. It is points-based — whichever state has more points by the end of Friday wins the right to invade the other capital. The loser must defend.
It is critical that all players do their daily tasks against the specific state we are competing with:
- Plunder Missions — bounty missions and trucks from the opponent state, where possible.
- Arena — daily winner gets points.
- Full Preparedness — daily winners get points.
- Furylord — highest damage gets points. Each day a selected hero or faction gives a damage boost — use that hero/faction for all 4 attacks for maximum points.
- VS Duels — daily winners get points.
How the Event Works
The winning state can invade any time after reset on Saturday morning. Teleports are free. The losing state cannot teleport to the winner's state.
- The event lasts 4 hours, starting at midday on Saturday.
- Between reset and midday, the invading team positions around the defending capital for their assault.
- Once the capital reaches 100% damage, the event ends with a successful invasion.
- If damage does not reach 100% within 4 hours, the event ends with a failed invasion.
- After the event, the invading state can stay and loot the defending state for the rest of the day.
The Mud Zone
All players should be aware that fighting in the mud incurs 30% extra troop losses on top of normal losses. You also cannot shield in the mud.
In the mud you will find the capital and 3 turrets. The turrets are the most effective way to damage the capital building, so they should always be the priority over hitting the capital with your tanks directly. If all 3 turrets are in our possession, then direct attacks on the capital can be done as well.
Defence Strategy
When defending, every player should do one of two things:
- Actively participate — assist with rallies/reinforcements on Turret 2, engage enemy tanks in TvT to protect the capital, turret and friendly rallies. If enemy HQs teleport into nearby spaces, rally on them. Try not to attack alone. If a friendly HQ is destroyed, someone should fill the gap before an enemy can. Note: you will not be able to shield until you stop attacking for 10 minutes.
- Stay shielded — if you do not wish to actively fight, keep your shield up but try to reinforce anyone who does not have a shield. Do not start or join rallies, as this will deactivate your shield.
Remember to heal your troops in small batches of less than an hour.
Battle Tactic: Quick Missile
A coordinated rally tactic that cuts travel time to zero through reinforcement positioning.
- Form groups — 3 high-level HQs lead, plus a 4th support HQ. Each leader starts a group chat with 5 players who will reinforce them.
- Position — leaders and support set up in enemy territory, while their teams stay shielded on the grass.
- Reinforce — team members reinforce their assigned leader and wait for the rally call.
- Rally — leaders start rallies against enemy bases and tell their group to join. Only join the rally of the person you are actively reinforcing — this cuts travel time to zero.
- Fill gaps — the support HQ and its reinforcers fill remaining rally slots. If space remains, leaders and support send 2nd and 3rd marches.
Battle Groups
To streamline communication during Capital Clash, we use battle groups — group chats run by R4s to coordinate rallies and tactics.
- Groups are not set up in advance (we can't predict exactly who will be online).
- When you come online during the event, message in alliance chat and a group owner will add you.
- You can be in more than one group, but don't spread yourself too thin — you must be able to defend your own HQ at all times.
- Battle groups help separate crucial tactical information (rally invites, positioning) from general chat so nothing gets lost.
Event Schedule (Double Clash Weekends)
Some weekends feature back-to-back events. A typical schedule:
- Capital Clash #1 — begins at midday Friday, lasts 4 hours. Typically a peaceful presidency handover, though TvT opportunities may arise.
- Enemy Buster — begins at reset Friday night, lasts 24 hours. Other states can teleport to us and we can teleport to our VS opponent's state. Use shields while offline.
- Capital Clash #2 — begins at midday Saturday, lasts 4 hours. The real fight against our State Ruler opponent. This is not peaceful — fight or shield for everyone at the Capital.
Rewards
Winning Capital Clash earns significant rewards including:
- 50,000 Valor Medals — use these to buy gold equipment from the Merit Shop.
- ~15,000 Badges — a substantial badge haul.
- Winning Streak bonus — extra rewards for consecutive Clash victories.
For full information, check Events Centre → Capital Clash or State Ruler → Capital Clash in-game.