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Foundry Battle

From Whiteout Survival Wiki
Foundry Battle
Foundry Battle
Event
TypeAlliance
CadenceBi-weekly (60 minutes)

Foundry Battle is a bi-weekly alliance PvP event in Whiteout Survival in which two alliances fight for control of the Imperial Foundry and other strategic buildings on a shared battlefield over a 60-minute match. It requires a Furnace level of 16 or higher.

Format

Each alliance fields up to two legions of 40 players (30 combatants and 10 substitutes per legion). The battlefield contains 11 buildings, and alliances earn Alliance and Personal Arsenal Points by capturing buildings and holding them. The alliance with the most Alliance Arsenal Points when the battle ends is the winner.

The 60-minute match runs in three successive phases, with new buildings becoming contestable as the battle advances. Only the Legion 1 result counts toward the alliance ranking, so alliances place their strongest players there.

Buildings

Buildings award points on capture and while held. For example, a Repair Facility grants 3,000 points on first capture and 600 points per minute afterward, while the Imperial Foundry grants 9,000 points on capture and 1,800 points per minute afterward.

Several buildings do more than score. The Munitions Warehouse strengthens troops in combat, the Boiler Room shortens the time needed to take a building, the Transit Station cuts teleporter cooldowns by 50%, and the Mercenary Camp lets mercenaries be sent against buildings the enemy holds. The two Prototype Sites flanking the Imperial Foundry are the readiest way to raise a point total, and Weapon Workshops appear at random across the map in the last phase.

The three phases

Each phase opens a new set of buildings. The first is fought over the Prototype Sites, the Repair Facilities, the Boiler Rooms and the Transit Station; the second brings the Imperial Foundry, the Munitions Warehouse and the Mercenary Camp into play; the third scatters the Weapon Workshops at random. Those workshops stay hidden and surface only now and then, in two waves, and troops have to be sent to them to loot the weapons and score.

The Imperial Foundry sits at the exact centre of the battlefield and is its most valuable point, with the two Prototype Sites flanking it.

Temporary points

An occupied building produces Arsenal Points until it reaches its capacity. Past that, half of the surplus goes straight into the occupant's Arsenal Points and half accumulates as temporary Arsenal Points, shown in the bubble above the building.

Those temporary points are the prize of an assault: when an attacker takes the building, the defender loses every one of them, and they scatter around the building as Arsenal Supplies that either side can pick up.

Personal points

Destroyed power is scored at 40 points per 10,000 destroyed while defending, and 80 points per 10,000 destroyed while attacking. Personal points play no part in the alliance's victory, which is settled by Alliance Arsenal Points alone, but they set each Chief's own ranking rewards — awarded to the legionaries of Legion 2 as much as Legion 1, even though only Legion 1 fixes the alliance tier.

A Chief may leave the battlefield by clicking the score, and must then wait 12 minutes before returning; troops come back fully healed.

Eligibility

Only alliances in the top 20 of the Alliance Power Leaderboard before the event are eligible. Members must have joined the alliance before registration ends; those who join afterward cannot take part. Participants are locked into their alliance until the battle concludes.

Entering the battlefield

A Chief may only enter with an army entirely at home: no march or scouting party out, no wounded in the Infirmary, no burning Barricade, and no reinforcements from other Chiefs sitting in the Embassy. Once inside, friendly troops are marked blue and enter from the Blue Zone, enemies red from the Red Zone.

Legions are matched on their Matchmaking Points, computed from the troop power of the twenty strongest registered Chiefs; past win rates and the time slot chosen also weigh on the pairing.

Alliance leaders and R4 officers register the participants. A Chief picked for one legion cannot also serve in the other, and officers of R4 or below may only be entered in one, though they can be moved between the two until registration closes.

Rewards

All troops are healed automatically after the battle, so there are no permanent losses. Rewards are based on alliance and personal performance, and a bi-weekly shop offers hero fragments and gear materials in exchange for Arsenal Tokens — the three hero fragments on sale being those of the player's own generation.

The alliance tier — and with it the alliance ranking rewards — is settled by the result of Legion 1 alone, whatever Legion 2 achieves. An alliance granted an auto-advance is treated as first place: every member receives the rewards of a No. 1 alliance, and every combatant and substitute of the legion receives the auto-advance personal rewards. Personal rewards otherwise follow each Chief's own Arsenal Point ranking.

The shop refreshes every fourteen days, two weeks after Sunfire Castle.

See also