Preparing for State of Power (SvS)

🧭 Field notes · Last checked 2026-07-27

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Preparation runs about five and a half days from Monday 00:00 UTC; the fight is Saturday 10:00–22:00 UTC. Everything you bank in the two weeks before that is what decides your placement.

Century Games calls this event State of Power; most English-speaking players call it SvS. It is the same event, and it is the one that decides whether your State's month was worth anything.

Shape of the week

Century Games states the preparation phase as 5 days and 10 hours, with the battle phase starting Saturday 10:00 UTC. Matchmaking runs over two days — it usually starts Saturday and your opponent is announced Sunday. Start times can drift by State, so check the in-game notice as well.

How the 12 battle hours are actually split

WindowLengthWhat happens
Opening2 hoursFree cross-server combat
Middle6 hoursSunfire Castle is attackable
Closing4 hoursFree cross-server combat

The castle is decided on accumulated time: hold it longest, or hold it for 3 consecutive hours, and you win. That means an unbroken middle six hours beats one enormous push at the end.

What to bank beforehand

  • Speedups, sorted by what each prep day scores. Construction day and research day are the two most people under-prepare for.
  • Hero shards and gear materials — hero development day is usually the easiest day to top your alliance if you have held anything back.
  • Troops you have not trained yet. Training day rewards the queue, not the army, so an empty queue on that morning is a wasted day.

During the fight phase

  • Remember the casualty rule: in City battles 35% of the attacker's casualties die outright. Attacking into a full garrison you cannot break is not a draw — it is a permanent loss.
  • A rally runs on the initiator's 9 hero skills plus 4 primary skills taken from the members as a group — not 4 from each joiner. You do not need a deep roster to be useful, then, but you do need one hero with a genuinely strong first skill, and you need to be online.
  • The ±3 Furnace rule is what actually zeroes people. If the level gap between you and your target is more than 3, you score nothing — and for a rally it is judged on the initiator's level, not the joiner's. A high-level chief opening a rally on a low-level target zeroes every alliance member who joins it.
  • Only chiefs at Furnace Lv 30 or above show the attackable marker on point-scoring cities.
  • "90% revived" is three separate numbers. It is 30% system + 10% gems + 50% alliance help. If nobody presses help, you get 30%. Posting a revival request in alliance chat is worth more than the gems.
  • Engineering Center buffs still apply after you cross servers. Auto-rally and auto-hunting do not work cross-server — plan to be at the screen.
  • Switching alliance does not delete your points. Century Games states that points settle to whichever alliance you belong to at settlement, for both personal and alliance rewards. Your old alliance loses them; your new one gains them.
  • Shield before you log off. Every time.

Sources: Prep 5d 10h · battle Saturday 10:00 UTC · Battle phase 2 + 6 + 4 · Sunfire Castle win condition · ±3 level rule · How points settle · Matchmaking schedule · Revival 30 / 10 / 50 breakdown · Which cities score points · Facility buffs cross-server · Auto-rally cross-server · Combat FAQ — 35% casualty rule, rally 9+4

One caution about the official pages themselves. The English help centre gives the Sunfire Castle window as 6 hours / 3 consecutive hours, and the 2+6+4 breakdown agrees with the 6. The Korean version of the same article says 5 hours / 2.5 hours. We are not picking one for you — both are linked above, and the in-game event screen for your State is the final authority. Day-by-day prep point values are not published by Century Games and are omitted here for that reason.

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