Capital Clash Guide

## Event Description

Capital Clash is one of the most attentive events in the State of Survival. This is where alliances fight to gain control of the capital and the Governor's position. It is an eight (8) hour event and the alliance that occupies the capital for four (4) consecutive hours or has the longest occupation at the end of the event will be declared the winner.

### When does it happen

The event will start when the State Intel Governor opens. After it opens, it usually happens every 2 weeks. Capital Clash starts at 10:00U UTC. 2hrs before the event starts all the settlements located in the alert zone of the capital are randomly relocated. This red area cannot be occupied for 15min between 8.45 to 9.00 UTC, when the electric blast turns off and settlements relocate to this area but can't use peace flare. From 9.00 to 10.00 UTC you will be able to port to the Capital. At 10:00 UTC, the protected barriers of the buildings are deactivated and the clash starts. After eight hours (8), at 18:00 UTC, if no alliance has occupied the building for four consecutive hours, the protective status of the capital will be reactivated and the alliance with the longest occupation will be announced as the winner and will choose the new Governor.

### Location of the event

**The event** happens on the middle location of the map, you will need to hold the big middle building (The Capital) which is surrounded by four towers with rocket launchers.

**The Area Around** the capital gives any march that passes by reduced movement /March speed.

## **The Major Buildings**

#### **The Towers**

There are Four(4) Towers in the Capital, the North, South, East, and West Towers. Any alliance can conquer each tower. Controlling any tower allows the tower to launch Rockets at whoever is inside The Capital unless it’s the same alliance. The first tower attack takes 4:00 Minutes to launch then the time between each attack is reduced by 1 minute (max 3 mins).

Tower attacks deal 2% damage to the garrisoned troops inside the Capital per tower controlled by an alliance that isn’t the one inside the capital. It means a total of 8% is dealt with when all four (4) towers are controlled by the enemy alliance.

### **The Capital**

The Big building in the middle that every alliance in the state will fight for. Winning the clash event and controlling this building means the winning alliance gets to unlock New powers (The Governor).

A total of 20 chiefs from an alliance can occupy the towers and Capital. Chiefs already occupying towers or the capital can't join rallies or garrisons to other buildings.

## Event mechanics

For a recap of the Event:

* The event duration is eight (8) hours.
* The Alliance who captures the capital should defend it for four (4) consecutive hours or by having the longest occupation time.
* The fight for the capital doesn't cause any deaths; except when the hospital has reached full capacity. Then 70% of losses will go to your enlistment office while 30% will just be dead forever.
* Any Governor buffs (except for the state buff) will be removed before the start of the clash.
* Any member of the alliance can only occupy one building.
* A successful attack on any settlement within the area of the capital will cause it to be randomly teleported.
* March speed is reduced when you're inside the grey area of the capital
* You can score by either attacking/wounding troops inside the towers/capital and by occupying any of the buildings
* The winning alliance is the one to appoint the Governor (You can check information regarding Governor here)

*Note: The winning alliance only has two hours to select a Governor.*

## Tips and Tricks

* More infantry is needed when attacking the capital or any towers.
* Using double rallies to attack any towers or Capital.
* The Governor can activate the healing buff before CC Starts.
* For rally joiners, it is recommended to use Eco Talent for fast healing.
* For healing, you can use batch healing.
* Using Ghost Rallies. (See Description Below).

### **Ghost Rally**

“Ghost Rally” is a tactic that is employed during events like the Capital Clash and Fortress Fight that allows an alliance to quickly retake a building they have been kicked out of.

**Rally Basics:**

1. Every rally has a target. We will use Bunker 12 in this example. When the bunker opens you set a rally on the regenerator inside. This is a PvE (Player versus Enemy) fight. When you set a rally on a PvE target, it uses different stats than it uses in PvP (Player versus Player).
2. In the bunker example, at the open, you set your rally against the regenerator inside as a PVE event. If someone takes the bunker before you, your rally will “bounce off” because the rally was set against the wrong type of event. PvE vs PvP.
3. If you set the rally after someone has taken the bunker (they solo attack the bunker for example) your rally will not bounce because it is set as a PvP rally and not a PvE rally. A player can switch out and so long as the building is not empty, it will remain a PvP rally.

**Ghost Rally:**

1. Select a target/enemy before you take the hit rally, keep this screen open. The game will think you are attacking the target that is currently there.
2. Your alliance takes the building and you hit launch on your screen. The game will announce that you have launched a rally on your alliance member or yourself.
3. When your rally marches, one of two things will happen: A.) The enemy takes the building and your rally hits. The rally was set against a PvP situation, so the stats are set and you will hit them out. B.) You still hold the capital, so your target is no longer valid and you bounce off like you would in a PvE situation.

*\*Info about Ghost Rallies are credited to Phantom of the Good Omen.*

You can check More of Capital Clash Tips and Tricks here.

## Rewards

#### Ranking Rewards:

Ranking Rewards are rewards you get in position of your rank.

#### Point Target Rewards

Point Target Rewards is the total points you get during the clash.

If you are looking for SVS Capital Clash, go here

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