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Canyon Clash

From Whiteout Survival Wiki
(Redirected from Canyon)
Canyon Clash
Canyon Clash
Event
TypeAlliance
CadenceMonthly

Canyon Clash is a monthly cross-state alliance PvP event in Whiteout Survival in which three alliances from different states are matched against one another and fight a three-way battle for control of the Lost Canyon, over 60 minutes. The alliance holding the most points when the clock runs out wins, and points come from occupying the canyon's buildings.

Eligibility

Only the top 20 alliances on the Power Leaderboard can participate. To qualify, members must have joined the alliance before the registration period and have a Furnace level of at least 16.

The troops that fight are copies. A Chief's real army is untouched by the battle, so there are no losses to heal and no Infirmary to fill afterwards — which is what allows the event to be played aggressively.

Schedule

Canyon Clash is a monthly event with a weekly run-up: voting on Monday and Tuesday, registration on Wednesday and Thursday, matchmaking on Friday, and the 60-minute battle on Saturday.

Battle phases

The battle unfolds in four stages:

  • Preparation (3 minutes) -- position squads and set initial routes.
  • Seize & Conquer (17 minutes) -- capture neutral buildings.
  • Fortress Occupation (20 minutes) -- control key fortresses along major routes.
  • Citadel Onslaught (20 minutes) -- the Frozen Citadel opens at the centre of the map for large point bonuses, and pays its holder a further large sum at the Tally Stage.

Actions in the canyon -- movement, attacking, healing and reviving -- consume fuel, which regenerates over time.

Legions and deployment

An alliance may field up to two legions, each sent to a different battlefield. The first is available from the start; the second requires the alliance to be at least level 6 and to count forty members who have logged in during the week, so departures during the run-up can close it again. A legion needs at least fifteen combatants and substitutes together to enter matchmaking, counted separately for each legion.

Leaders and officers of rank R4 or above pick up to thirty combatants and ten substitutes on the deployment page. Members who have been offline for five days or more cannot be sent, unless they were already dispatched. Once the battlefield has been entered, no one may leave the alliance until the event ends.

Squads

Each Chief forms three squads to enter the battlefield, and so can hold or attack up to three places at once. At the start every legion is garrisoned at its own alliance's Bastion; a building is taken by selecting it and deploying a squad onto it.

Buildings are not empty. Each is garrisoned by NPC defenders, of a type and a size that vary from one building to the next. They never leave their building, they revive some time after being beaten, and they are hostile to every Chief while the building is unoccupied — once it has been taken, they serve whoever holds it.

Advancing and retreating are constrained: a squad may only advance to a building adjacent to a friendly one, and a retreat brings it back to an adjacent friendly building at the cost of a few losses. When five squads in total are queued at a building, attacking or defending, gems may be spent on a Battle Speedup to shorten the fight.

Conscription is only possible in certain buildings, only while the squad is not engaged, and it costs fuel. A squad may also be dismissed, in which case it reappears at the Bastion. A Chief can be Guardian of one building at a time.

Fuel

Every action on the battlefield costs fuel: deploying, activating, conscripting, advancing, retreating and reviving instantly. Fuel accrues on its own as the battle runs, and a Chief appointed Guardian accrues it faster. Officers of rank R4 and above appoint Guardians, and a Chief garrisoned inside a building may appoint themselves.

How combat resolves

Fighting happens only inside buildings, at fixed times, one squad against one, with all such duels resolved at once. Squads that arrive at a contested building queue in order of arrival; a queued squad cannot march, but it may advance or retreat once five friendly squads are waiting. A winning squad returns to the back of the queue, a beaten one revives at its Bastion when the countdown ends, or immediately at the cost of fuel. Whichever legion lands the blow that removes the last defender takes the building.

Leaving the battlefield brings a twelve-minute wait before re-entry. March speed and deployment capacity bonuses do not apply here; other bonuses do.

Rewards

Ranking rewards are split into Personal Merit and Alliance categories, based on whether the legion finishes first, second or third. A minimum of 10,000 personal merit points is required to receive rewards. When an alliance is granted an auto-advance, every one of its members automatically receives the first-place alliance rewards.

Rewards come in two rankings. Alliance rewards are issued on Legion 1's point ranking at the tally of its battlefield, whatever Legion 2 achieves on its own. Personal merit rewards follow individual performance, and a Chief must have earned at least 10,000 merit points to qualify for them.

See also