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Guild War

Guide · Guilds

The Guild War (GvG) is a tournament between guilds decided by hero duels. Combat days and time: Monday, Wednesday, Friday and Saturday, at 8:00 PM (Brasília time). The screen is under More → Guild War.

Registration

  • Registration opens 2 hours before combat. Each member registers one of their own heroes, from any village, and can switch or cancel while it's open. Whoever doesn't register doesn't fight.
  • Each guild brings at most 10 heroes into combat. The leader can set the queue order during registration; anyone the leader didn't place goes in by power, strongest first. The first in the queue are starters and the rest are reserves.
  • Heroes fight as they were at the start of combat: equipment, gems and bonuses are recorded at that moment and apply to every round.
  • During combat, the guild is locked: nobody new can join. Leaving is still allowed.

The bracket

The tournament is single elimination, with a randomly drawn bracket. When the number of guilds doesn't fill the bracket, some advance straight to the next round. Rounds are revealed one by one, every 3 minutes, and whoever loses becomes a spectator. With enough guilds, there's a third-place match.

Every match has a replay: you can step through it hit by hit, speed it up or skip, and see the best on the field.

King of the hill

Each match is one queue of heroes against another:

  • Each guild's first hero duels. The winner keeps the HP they have left and faces the next enemy hero.
  • It goes on like that until one guild runs out of heroes.
  • Hits alternate without pause. When a hero falls, whoever steps in to replace them strikes first: the winner keeps their HP, not the turn.
  • If a duel drags on to the hit limit, whoever has more HP wins.

Duel rules

Every hit follows this order:

  1. Dodge: the defender may dodge, and the attacker's precision is subtracted from their dodge.
  2. Damage: attack against defense; penetration ignores part of the defense.
  3. Crit: the hero's crit chance multiplies the hit, and crit damage raises that multiplier.
  4. The defender's block and damage reduction cut the hit.
  5. Lifesteal heals the attacker, never above max HP.

Dodge, block, damage reduction, penetration, crit damage and lifesteal are capped in duels. There's no race or class advantage.

Gem keystones change the duel:

KeystoneIn a duel
First BloodThe first hit that lands is a guaranteed crit
Final JudgmentMore damage against a target with low HP
Bulwark ThornsReflects part of the damage taken — and can kill the attacker
BloodsuckerHeals part of the hero's HP on killing a hero
King's BreathOnce per duel, survives a deadly blow with a sliver of HP

First Blood and King's Breath come back with every new duel: the hero holding the hill gets them again.

The duel bonuses from the Order Tree — Guild Fury, Guild Vigor and Bloodthirst — apply to every hero in the guild.

Prizes and medals

When the event closes:

  • Treasury: every guild that fought receives Seals, more for a better placement. The champion gets a bonus for each consecutive title, up to a cap.
  • Whoever fought receives a Guild War Chest, personal Seals based on the guild's placement (for the Bazaar) and fragments and shards for the Wolf set. The champion gets extra shards, and the owner of the hero who won the final's last duel gets an ancestral fragment. These individual prizes have a daily cap.
  • Medals: fighters from the top three guilds get a chat medal, and the champion's fighters also get a name color. Whoever won the final's last duel takes the Guild War Champion medal; the others, Vanguard of War. They also show on the portal profile and last until the next Guild War pays out.

Personal Seals only arrive for players who are still guild members when the event closes; the chest and relics arrive regardless.

See also

  • Guilds: the basics — Guilds · How to found or join a guild, what each rank can do, the chat, leaving and expelling — and why it pays to join early.
  • Order Tree — Guilds · How the guild gathers Seals and materials, levels up and buys the paths of the Order Tree — and how each bonus reaches you.
  • The Colossus — Guilds · The guild boss: when it shows up, how to face it with your hero, the damage cap, the prize grades, the MVP and the Colossus Tonic.
  • First Blood — Keystones · Opens the fight with an edge: more attack in battle and a guaranteed crit on the first blow of a duel.
  • Hall of Heroes — Military · Heroes and village support