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Capital Clash in Last Z: Survival Shooter
Canyon Clash in Last Z: Survival Shooter

Canyon Clash in Last Z: Survival Shooter

Canyon Clash in Last Z: the Friday 20v20, the building timeline, points per capture and per minute, the Energy Cell, and the reward tiers win or lose.
Two alliances fighting over the outposts of a desert canyon in Last Z: Survival Shooter Two alliances fighting over the outposts of a desert canyon in Last Z: Survival Shooter

Canyon Clash is a weekly 20-against-20 alliance battle on Fridays: your alliance votes a session early in the week, gets matched on Thursday, and then fights for 40 minutes over the buildings on a shared canyon map, where the alliance holding the most points when the clock runs out wins.

  • Scope: alliance against alliance, 20 starters a side plus substitutes, two commanders
  • When: vote Monday and Tuesday, register Wednesday, matched Thursday, fight Friday at the session your alliance chose (the game offers morning, 18:00 and 23:00 Apocalypse Time)
  • How long: 10 minutes to get in, 40 minutes of combat
  • What wins: the most alliance points at the end; nothing on this map is held permanently
  • What it costs you: nothing. Every injured unit is healed free when the battle ends

What Canyon Clash is and when it runs

The week runs on a fixed rhythm. On Monday and Tuesday the alliance votes on which Friday session to fight in. On Wednesday an R4 or the leader registers and names the team. On Thursday the game pairs your alliance with another of similar strength, measured on the combined power of the 30 members you selected. On Friday, at the chosen hour, both sides enter the canyon.

Entry has conditions. Your alliance has to sit in the top 20 by power on its state and carry at least 40 members, at least 15 of them signed up, and anyone who joined the alliance inside the last 24 hours can’t be picked. The leadership names up to 20 starters, who can enter the battlefield five minutes before it opens, and a bench of substitutes who can enter once the fight has started if a starter isn’t there. Two commanders are named from the team; they can group players into four squads, mark targets on the map and give orders, and only R4 or the leader can swap a commander once the battle has begun.

One rule catches people every week: every troop has to be home before you enter. A march still out on the map, or a wounded formation, and the gate stays shut.

Inside the canyon, teleporting is free with a three-minute cooldown, and no unit dies. Everything injured comes home healed when the battle closes, so the only thing you spend on Friday is attention.

How scoring works in Canyon Clash

Points come from holding buildings, and the buildings open on a schedule. The map has two Field Hospitals near the two sides’ spawn areas, Water Refineries nearby, Quarries scattered about, two Military Bases together in one corner, the Canyon Captain’s ground in the opposite corner, and the Energy Station in the centre.

MinuteWhat happens
0Combat opens; the Field Hospitals, Water Refineries and Quarries can be taken
5The first Canyon Captain spawns
10The two Military Bases open
15The second Canyon Captain spawns
20The Energy Station opens and the Energy Cell appears in the centre
25The third Canyon Captain spawns
40Combat ends and the points are settled

Every capture pays twice: a lump sum the moment you take the building, and a tick every minute you hold it. Both go to the alliance and to the player holding it.

BuildingAlliance, first captureAlliance, per minute heldPersonal, first capturePersonal, per minute held
Military Base2,7001,8001,350900
Field Hospital1,8001,200900600
Water Refinery900600450300
Quarrynone300 while your troops gather therenone900 while your troops gather there

Three things score outside that table. The Energy Cell, carried from the centre back to your own Alliance Beacon, pays 100,000 alliance points and 10,000 personal points on delivery, the single biggest swing on the map. Defeating enemy troops pays 20 personal points for every 10,000 power worth of units you beat, which is how the fighters earn their chests. And damage to the Canyon Captain scores for the player dealing it, with the real prize going to the alliance that deals the most before he falls.

The buildings also pay in buffs. A Military Base held gives your side +30% damage dealt and 5% less damage taken on the battlefield. A Field Hospital held gives +50% healing speed and 5% off healing costs. Beating the Captain gives the winning alliance +50% point yield and +40% damage for a stretch, which is why the three spawns are the pivots of the whole fight.

What to do in each phase of Canyon Clash

Treat it as four jobs that overlap, and give each one to a squad before the battle, not during it.

  1. Before Friday: set the team and the plan. Twenty strongest as starters, the rest as substitutes, two commanders who’ll actually be online. Recall every march, heal every formation, and agree which squad takes which building. Four squads is the natural split: two on the Hospitals, two on the Military Bases.
  2. Minute 0 to 5: take what’s open. Hospital and Refinery on your own side first, since they start the per-minute tick immediately. Send a group, not a scout; a lone march captures slowly and gets taken straight back.
  3. Minutes 5, 15 and 25: the Captain. Whoever deals the most damage gets the buff, so the Hospital squads swing to the Captain together at 5 and 15, then return to their building. The Military Base squads leave him alone until the third spawn at 25, after their bases are secure.
  4. Minute 10: the Military Bases. The biggest ticks on the map and the damage buff come from here. Two squads, one each, and hold them; a base retaken by the enemy swings 3,600 alliance points a minute between the two sides.
  5. Minute 20: the Energy Cell. One strong carrier, an escort around them, and a clear path back to your Beacon. 100,000 alliance points is more than a Military Base pays in an entire battle, and the enemy knows it, so the escort matters more than the carrier.
  6. The last ten minutes: hold, don’t wander. Contested buildings flip back and forth at the end. Keep the squads on their buildings, use the free teleport to plug a gap, and leave the Quarries to whoever has nothing else to do.

Heal in batches of under an hour during the fight, so the free healing speedups from the reward tiers aren’t needed for anything else.

Canyon Clash rewards and what to spend them on

You’re paid two ways, and the first one pays the losing side too. Every fighting member gets a personal reward by their own points, win or lose:

Personal pointsValor MedalsOrange skill books1-hour training speedups1-hour healing speedups
2,000 to 29,9992,00010055
30,000 to 69,9994,00020088
70,000 to 109,9998,0003001010
110,000 to 149,99912,0004001212
150,000 and up15,0005001515

Then the result. Every member of the alliance, fighting or not, gets 300 orange skill books, 300 diamonds and ten 1-hour construction speedups for a win, or 150 books, 200 diamonds and five speedups for a loss. The members who were on the battlefield get a second parcel of the same shape: 300 books, 300 diamonds and six speedups for a win, 150, 200 and three for a loss.

So a fighter on the winning side who clears 70,000 points walks off with 8,000 Valor Medals, 900 orange skill books, 600 diamonds and a stack of speedups, for forty minutes in which nothing died.

What to do with it. The medals buy orange gear in the Merit Shop, the same currency Capital Clash pays, and gear goes on the heroes who march. The skill books are the real weekly income here: 900 orange books is a serious run at a barracks skill, and the ones that work every day (Katrina’s exploration, Sophia’s construction, Chinatsu’s duel points) come first. The diamonds are the diamond guide‘s business, and the healing speedups are for the other six days, since Friday heals itself.

Mistakes that cost points in Canyon Clash

  • Entering with a march still out. The gate won’t open. Recall everything and heal before the session starts.
  • Capturing with a scout. Bigger armies capture faster, and an undefended building is taken back the moment you leave. Groups capture, groups hold.
  • Chasing the first Captain with the whole alliance. The Military Bases open at minute 10 and pay 1,800 a minute each. Two squads on the Captain, two heading for the bases.
  • Parking your best formation on a Refinery. It’s 600 a minute. Your best troops belong on a Military Base or in the Cell escort; a second formation can babysit a Refinery.
  • Sending the Cell carrier alone. The delivery is worth more than any building, which makes the carrier the most hunted player on the map.
  • Gathering at a Quarry while a building is lost. 900 personal a minute is good for the player; 300 alliance a minute is nothing against a base changing hands.
  • Spending healing speedups on Friday. Everything heals free when the battle ends.
  • Sitting it out because your power is low. Kills pay per 10,000 power beaten, holding a building pays by the minute whatever your troops look like, and the 2,000-point reward tier is within reach of anyone who shows up and captures once.

Is Canyon Clash worth it for a free player?

Yes, and it’s close to the best hour of the week. Nothing you commit is lost: no troops die, healing is free afterwards, teleports inside the map are free, and the rewards are orange skill books, Valor Medals and diamonds, the three things a free account is always short of. Even the losing side’s fighters collect the personal tiers and a result parcel.

The honest condition is getting picked. Twenty starters from an alliance of 40 or more means the bench matters, and a low-power account is more likely to be a substitute than a starter. Substitutes still enter when the battle opens and score the same way, and a substitute who takes a Refinery at minute 1 and holds it is earning 300 personal points a minute while a stronger starter is still marching. Make yourself the Cell escort or the Hospital holder and the tier chart doesn’t care what your power says.

If your alliance doesn’t field a team yet, the fix is the one in the entry rules: 40 members, 15 signed up, and someone at R4 willing to register on Wednesday.

Canyon Clash sits in the events schedule the day before Capital Clash, and the beginner’s progression guide covers what to build before any of this matters.

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