WvW Basics
World vs World Basics
Three teams fight to capture and hold objectives across large maps. Following a commander is a practical way to learn.
What is WvW?
World vs. World is a large-scale combat mode where three teams fight for objectives across several maps.
You fight other players while travelling through large maps and dealing with NPC defenders. Groups of dozens of players attack and defend fortifications together.
- Three teams: red, blue, and green compete in week-long matches.
- Objective control: capture and defend camps, towers, keeps, and the castle to earn score.
- Guild-based teams: teams are rebuilt at each region's WvW reset on the first Friday of the month. Select your Battle Guild in advance. Weekly reset is around Saturday 02:00 UTC for NA and Friday 18:00 UTC for EU; reopening the maps can take several more minutes.
- Use your own equipment: WvW does not standardize gear through the sPvP equipment system. Start at level 80 with exotic gear and a WvW build suited to your role.
How do I enter?
Press B to open the WvW panel, then select a map to enter.
Entry requirements
- Paid accounts: level 31 or higher.
- Free accounts: reaching level 60 on one character unlocks the WvW panel across the account.
Playing on the same team as friends
Join the same guild, then both select it as your Battle Guild in B → Matchmaking. You will be placed together at the next team creation. Make your selection before the end-of-season lockout shown in that panel.
The five WvW panel tabs
Press B to open the WvW panel and its five tabs.
| Tab | Name | Purpose |
|---|---|---|
| 1 | Mist War | Enter maps, check queues, and view the current skirmish timer and score |
| 2 | Match Overview | View detailed match scores and rewards |
| 3 | Reward Tracks | Select and monitor a reward track |
| 4 | Rank and Abilities | View your WvW rank and spend World Ability Points |
| 5 | Matchmaking | Check your team and select a Battle Guild |
- Mist War, the first tab, is the one you will use most to move between maps and check the battle.
- Select a Battle Guild in Matchmaking for the next team creation. Choose the same guild as your friends and check the selection deadline.
Which maps are available?
The four main maps are Eternal Battlegrounds and three Borderlands. Edge of the Mists is a separate map.
| Map | Description |
|---|---|
| Eternal Battlegrounds | A shared battlefield for all three teams, with Stonemist Castle in the center |
| Red Borderland | Red team's home map: Desert Borderlands |
| Blue Borderland | Blue team's home map: Alpine Borderlands |
| Green Borderland | Green team's home map: Alpine Borderlands |
| Edge of the Mists | A separate battlefield that does not award skirmish pips. Begin on one of the four main maps above. |
What are objectives?
Teams capture and defend objectives. Under normal scoring rules, held objectives grant points every five minutes according to their type and upgrade tier. The values below use those normal rules; War Score beta events can use different calculations.
| Objective | PPT | NPC to defeat | Defenses | Main purpose |
|---|---|---|---|---|
| Resource Camp | 2 points | Veteran Supervisor | No walls or gates | Generates ten supply every 30 seconds; dolyaks deliver supply to other objectives |
| Tower | 4 points | Champion Tower Lord | One gate and one layer of walls | A forward position controlling a route and storing supply delivered by dolyaks |
| Keep | 8 points | Champion Keep Lord | Outer and inner walls and gates | A major strategic position; losing it exposes nearby towers and camps |
| Stonemist Castle | 12 points | Legendary Castle Lord | Two defensive layers with outer and inner walls and several gates | The largest objective, with facilities such as a waypoint, Mystic Forge, and bank |
Objective tiers and upgrades
Automatic upgrades advance through successful dolyak deliveries. Camps gain progress when their dolyaks reach a destination; towers, keeps, and the castle gain it when receiving deliveries. This is separate from the timed unlocks for guild-claiming slots.
| Tier | Name | Changes |
|---|---|---|
| Base | No upgrades | A newly captured objective with its base PPT value |
| Tier 1 | Secured | More supply storage; towers, keeps, and the castle gain Burning Oil and Cannons |
| Tier 2 | Reinforced | Reinforced walls and gates plus Mortars at walled objectives; guards and service NPCs vary by objective type |
| Tier 3 | Fortified | Fortified walls and gates, stronger guards, and more supply storage; waypoints at the castle and keeps outside your home territory |
PPT by upgrade tier
| Objective | Base | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|---|
| Camp | 2 | 3 | 4 | 5 |
| Tower | 4 | 6 | 8 | 10 |
| Keep | 8 | 12 | 16 | 20 |
| Castle | 12 | 18 | 24 | 30 |
A Tier 3 keep provides 2.5 times its base score. Holding upgraded objectives matters as well as capturing new ones.
- Tactics: abilities activated manually, such as Emergency Waypoint and Siege Dampener, with a cooldown.
- Improvements: passive effects, such as Auto Turrets, Iron Guards, and Hardened Siege.
What is supply, and why does it matter?
Supply is a core WvW resource used to build siege weapons and repair walls and gates. Maintaining supply supports both attacks and defense.
The basics
- Each character can carry ten supply by default.
- Training Supply Capacity raises that to 15. A guild's supply aura raises it to 20; Presence of the Keep doubles that aura for a maximum of 25.
- Collect supply from Supply Depots inside allied objectives.
How supply moves
Why supply matters
- Capturing an enemy camp cuts off its outgoing supply routes.
- An objective with no supply cannot repair defenses or build siege without players bringing more.
- Defeating enemy dolyaks interrupts their supply deliveries.
Walls and gates
Fortifications have two types of defensive structure: walls and gates.
| Feature | Wall | Gate |
|---|---|---|
| Purpose | Blocks enemy entry | An entrance for allies and a barrier to enemies |
| HP | 373,500 for basic walls; 448,200 at some objectives | 373,500 for a basic gate |
| Attack with | Catapult, Trebuchet | Flame Ram, Siege Golem |
| When destroyed | Opens a breach through the wall | Opens the gateway for direct entry |
Repairing defenses
Interact near a damaged wall or gate to repair it with your carried supply. Each supply restores 1,750 health. Repair Master lets you spend several supply at once to repair faster.
Siege weapons
Siege weapons help attack and defend objectives. Building them costs supply.
| Siege weapon | Supply | Role | Summary |
|---|---|---|---|
| Flame Ram | 40 | Gate damage | Short range, with heavy damage to gates |
| Arrow Cart | 30 | Anti-player defense | Rains arrows over an area to pressure attackers |
| Ballista | 30 | Anti-siege and anti-player | Specializes in destroying enemy siege weapons |
| Catapult | 40 | Wall damage | Heavy damage to walls, opening another route inside |
| Trebuchet | 60 | Long-range wall damage | The longest range at 10,000 units, allowing attacks from a distance |
| Shield Generator | 40 | Defense and support | Projects force fields to protect allies |
| Siege Golem | 125 | Breaching gates | The only mobile siege weapon; expensive to build but effective against gates |
- Attacking: use Flame Rams for gates and Catapults for walls.
- Defending: use Arrow Carts against clustered players and weapons such as Ballistas against enemy siege. Follow the commander's placement and operating instructions.
- Help build: when the commander places a blueprint, stand near the site and interact to contribute supply.
What should I do after entering?
A useful first step is to find and follow a commander tag.
Your first steps
If there is no commander tag
Ask team chat which map has a public tag, or check the other main maps. You can also take part in the following activities on your own.
- Camp flipping: capture an enemy camp alone or with a small group.
- Scouting: report enemy movements in team chat.
- Dolyak hunting: intercept enemy supply caravans.
- Roaming: travel the map and engage in small fights.
Commanders and tags
A commander leads a large group, or zerg. Their triangular map icon is a useful place for beginners to head toward.
Tag visibility
| Tag | Description |
|---|---|
| Public tag | Visible to everyone on the map; other players can follow it |
| Private squad | Visible only to squad members; often used by guilds or regular groups |
- PUG, short for pick-up group, refers to players joining a public group rather than a fixed roster. A public tag is a natural starting point.
- Unlocking commander: 300 gold and 250 Badges of Honor. You do not need to buy it to follow a commander.
- Tags have nine colors: red, orange, yellow, green, cyan, blue, purple, magenta, and white.
Choosing gear and a build
Choose a WvW build for either following a zerg or roaming in a small group. Equipment, traits, and utility skills depend on the role, even within one profession. Copying a PvE build and changing only its gear is not enough preparation.
Key differences
- Your equipment matters: exotic gear is a suitable starting point. Match the build's stats, runes, and sigils before upgrading rarity.
- Survival matters: a large enemy group can focus you at once, so staying alive is essential to contributing.
- Berserker gear is also used for offensive WvW roles. How much defensive gear to add depends on the build; check its zerg or roaming equipment setup.
- Check WvW skills and traits: prepare the stun breaks, condition removal, Stability, movement skills, and other survival tools your role needs.
- Choose one WvW build and match its gear, traits, and skills. If joining a zerg, check which roles the commander needs.
- Damage, healing, and support roles use different stats. Celestial does not provide Concentration or Expertise in WvW, so do not calculate its effects as if you were in PvE.
- On MetaBattle, choose WvW Zerg for large fights with a commander or WvW Roaming for small fights. Read the chosen build's Equipment, Specializations, and Skill Bar sections together.
Warclaw and gliding
The warclaw is the mount available in WvW. Other PvE mounts, including the raptor and skyscale, cannot be used there. The warclaw itself is also available in PvE.
Unlocking the warclaw
- With Path of Fire: enter WvW to unlock the warclaw, then spend one World Ability Point in Rank and Abilities → Warclaw Mastery on each character that will use it.
- Janthir Wilds PvE unlock: complete the objective to give the warclaw medicine in Unknown Territory. Using it in WvW still requires Path of Fire and one point in Warclaw Mastery.
Gliding in WvW
WvW gliding is unlocked separately through War Gliding Mastery, even if you have trained gliding in PvE.
- Requires Heart of Thorns.
- Spend three World Ability Points on the first rank of War Gliding Mastery for each character.
- Territory restriction: glide only in allied territory. Crossing into enemy or neutral territory produces a warning before closing your glider.
- Watch your footing on high ground; falling without a glider can kill you.
What rewards can I earn?
WvW has two reward-track systems.
Selected WvW Reward Track
Choose the reward track you want to progress.
- Select it in B → Reward Tracks, the third tab.
- Points arrive every five minutes according to participation. Capture or defend objectives and defeat enemies to maintain the maximum Tier 6. Merely moving does not maintain participation.
- Complete a track at 20,000 points: eight tiers and 40 rewards.
- At Tier 6, the base 195 points per five minutes takes about eight hours and 35 minutes on its own. Instant progress from skirmish chests and boosters can shorten that time.
- Changing tracks preserves your progress.
- Repeatable tracks can be completed again. Some tracks are one-time only, so check the repeat indicator.
- Gift of Battle: a legendary weapon crafting material.
- Dungeon rewards: earn them through dungeon reward tracks in WvW.
- Rewards from Living World and expansion regions.
Skirmish Reward Track
This weekly track progresses automatically. Maintain participation Tier 3 or higher on one of the four main maps to earn pips every five minutes. Pips advance you through seven reward tiers.
| Tier | Division |
|---|---|
| 1 | Wood |
| 2 | Bronze |
| 3 | Silver |
| 4 | Gold |
| 5 | Platinum |
| 6 | Mithril |
| 7 | Diamond |
- Completing Diamond requires a total of 1,450 pips.
- This track awards 365 WvW Skirmish Claim Tickets per week. Tickets from weekly achievements and other sources are separate.
- Spend tickets on WvW ascended and legendary equipment.
- Other rewards include Memories of Battle, Mystic Coins, and Grandmaster Mark Shards.
WvW glossary
| Term | Meaning |
|---|---|
| Zerg | A large group following a commander, usually 20 or more players |
| Blob | Another term for a zerg, especially a very large one |
| Havoc | A small mobile group attacking weak spots, such as camps and supply routes |
| Roaming | Travelling alone or with a few players, often one to three, to take small fights |
| PPT | Points Per Tick: under normal rules, score gained every five minutes based on held objectives and their upgrade tiers |
| Supply | The resource used to build siege weapons and repair defenses |
| Tag | A commander icon; “follow tag” means follow the commander |
| Stack | Gather tightly in one place; “stack on tag” means gather at the commander |
| Push | Move into the enemy group to attack |
| Rally | Recover from downed state when an enemy you earned kill credit on is defeated. In WvW, one enemy player defeat rallies only one allied player, prioritizing the nearest eligible one. |
| Flip | Capture an objective; “flip a camp” means take an enemy camp |
| Cloud | Fight spread out around an enemy group, surrounding or pressuring it instead of stacking together |
| WXP | World Experience, the WvW experience used to gain ranks and World Ability Points |
| Dolyak | An NPC caravan delivering supply from a camp to other objectives |
| Scout | Watch enemy movements and report them in team chat |
| RBL / BBL / GBL | Red, Blue, and Green Borderlands: each team's home map. Red uses desert terrain; blue and green use alpine terrain. |
| EBG | Eternal Battlegrounds, the shared central map where large battles take place |
| SMC | Stonemist Castle, the largest objective in central EBG, worth substantial PPT |
| EOTM | Edge of the Mists, a separate battlefield with its own scoring and an arena for guild fights |