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Capital Clash in Last Z: Survival Shooter

Capital Clash in Last Z: the State Ruler week, who becomes the Invader, the Saturday clock, what scores in the capital area, and the nine reward boxes.
An invading army crossing the mud toward the Capital and its three turrets in Last Z: Survival Shooter An invading army crossing the mud toward the Capital and its three turrets in Last Z: Survival Shooter

Capital Clash is the Saturday battle at the end of a State Ruler week: four states are drawn into a bracket, each pair spends Sunday to Friday racing for points, the higher scorer becomes the Invader, and at 12:00 Apocalypse Time on Saturday the Invader’s alliances teleport in and try to take the Defender’s Capital.

  • Scope: state versus state; every alliance in your state is on the same side
  • When: one week per round, Sunday to Friday to earn invasion rights, Saturday to fight; two rounds on consecutive weeks, then a break of about two weeks
  • Saturday clock: sides settle at the daily reset, the teleport opens at 00:30, the Capital leaves protection at 12:00 Apocalypse Time
  • What wins: 100% capture of the Capital ends it on the spot; otherwise the side with the higher capture progress when the window closes
  • What you keep whatever happens: nine personal reward boxes, earned on your own Saturday points

What Capital Clash is and when it runs

The game calls the week State Ruler and the Saturday battle Capital Clash, and players call the whole thing SvS. It doesn’t run every week. When it does, four states are drawn together. In round one each state is paired with another; in round two the two winners play for first and the two losers for third, so every state fights twice, on two consecutive Saturdays, and then the bracket is done and the calendar goes quiet for about two weeks before the next draw.

Inside each round the week splits in two. Sunday to Friday is the Invasion Right Contest: both states earn points from the events they’re already playing, and whoever has more when Friday ends is the Invader. Saturday is the Capital Clash itself. The Invader’s players can teleport into the Defender’s state; the Defender’s players can’t go the other way, so a defending state fights at home.

The Capital sits in the centre of the map inside a circle of brown mud, with three turrets around it. Shields don’t work inside the mud, which is the first thing to know before you move anything.

The clock on Saturday, in Apocalypse Time:

  1. 00:00. The week’s points are tallied and the sides are fixed.
  2. 00:30. The teleport opens for the invading state. It’s free, with a 20-second wait between jumps.
  3. 12:00. The Capital and its turrets leave protection, and the clash begins.
  4. The end. The moment one side reaches 100% capture the clash is over and that state advances. If nobody gets there, the higher progress wins when the window closes. Rewards settle at the end of the day.

How scoring works in Capital Clash

There are two scoreboards, and they pay different people.

The state score, Sunday to Friday, decides who invades. It’s built from events you’re already in: the Alliance Duel, Full Preparedness, the Arena, Furylord and the enemy state’s trucks. The values are tiered by the league your alliance’s duel runs in, which is why a Diamond-league alliance carries more of the state’s hopes than its size suggests.

ActionPoints for the state
Your alliance wins its Alliance Duel day30,000 in Silver or below, 60,000 in Gold, 180,000 in Diamond
Your alliance takes Daily Rank 1 in the duel10,000 in Silver or below, 20,000 in Gold, 60,000 in Diamond
Your state wins the day’s Furylord contest100,000
A player from your state takes Furylord Rank 150,000
A player from your state is Arena champion50,000
A player from your state tops their Full Preparedness group1,000
Plunder one of the enemy state’s trucks100

Your personal score, on Saturday, opens the reward boxes, and it pays the same whether your state is invading or defending. Everything is about the capital area: the mud, the Capital and the three turrets. The game lists these per level-1 unit, and each row expands for higher unit levels.

Action on SaturdayPoints for you
Knock out an enemy Headquarters inside the capital area or a level 6 city zone50,000
Kill a level-1 enemy unit inside the Capital or a turret12
Lose a level-1 unit of your own fighting enemy players in the capital area6
Kill a level-1 enemy unit anywhere in the capital area6
Hold troops stationed at the Capital or a turret, paid by deployment time when they return25
Kill a level-1 enemy unit anywhere else2
Take one point of durability off an enemy Headquarters10
Each level-1 enemy unit killed by a turret you’re stationed in1

Read the two numbers that matter against each other. A kill inside the Capital or a turret is worth six times the same kill out in the open. Losing a unit in the capital area pays the same as killing one there. And one Headquarters knockout is worth twenty-five thousand open-map kills. The whole event is telling you where to stand.

Four rules from the game’s panel shape the fight. The Capital and each turret hold ten garrisoned troops at once. Damage to a Headquarters’ durability is doubled inside the capital area. A turret your side holds fires at the enemy-held Capital at intervals and removes 1% of its garrison each time. And troops from the same state can’t fight each other in the field, so there’s no friendly fire to worry about.

What to do in each phase of Capital Clash

The week is three jobs, and the first one starts before the draw.

  1. Before the round: decide where your Headquarters lives. If you’ll fight, move it into the mud before Saturday so your marches are short. If you’d rather not be hit, keep it outside the mud, shield it, and plan to score by reinforcing the Capital and turrets instead. There’s no shield inside the mud, so a base parked there is a base that fights.
  2. Sunday to Friday: play the week for the state. Win your Alliance Duel days, because a Diamond-league win is 180,000 state points on its own. Send everyone at Furylord, since the state with the most damage takes 100,000 and the top player another 50,000. Plunder the enemy state’s trucks when they cross your map. Train to full, bank speedups, stock heals and teleports.
  3. Saturday, 00:30 to 12:00: get into position. Invaders teleport across and settle around the Defender’s capital area; defenders ring their own Capital with alliance bases and fill every garrison slot. Reinforce the Capital and the turrets now, since stationed troops score from the moment the clash opens. Set your heroes, leave Engage Offline on, and listen for the rally plan.
  4. 12:00: turrets, then the Capital. The turrets are the lever: each one your side holds strips 1% of the enemy garrison at every tick. Take them first, in the order your leadership calls, then rally the Capital. Only join rallies on the call; a scattered attack into ten garrisoned troops feeds the other side’s points.
  5. The last stretch: hold the burst. Capture progress decides a clash that doesn’t hit 100%, so leadership saves its biggest rallies for the final minutes, when the other side has spent its heals.
  6. After the clash. If you won, your state advances and the next Saturday is the final or the third-place match. Either way, open your boxes and spend the medals before next week.

Capital Clash rewards and what to spend them on

Your own Saturday points open nine boxes, and they open whether your state won or lost. The game shows a diamond figure on each box, which is its valuation of the contents, not a diamond payout. The point thresholds move between rounds: the ladder below is one round’s, and in another round the first three boxes sat at 150,000, 250,000 and 375,000, double these.

BoxPointsWhat the game values it at
175,0002,550
2125,0002,550
3187,5004,800
4250,0003,850
5312,5003,850
6750,0006,850
71,000,0009,650
81,500,00012,950
92,250,00015,650

Box 9 is 12,000 Valor Medals, 1,000 orange skill books, 2,500 badges, 250 diamonds and 10 EXP chests. The lower boxes are the same kinds of things in smaller amounts: Valor Medals, skill books, badges, alloy and resources.

The state is paid on top of that, in two ways. Every state in the bracket gets a ranking reward for where it finished, as long as you took part at least once: first place is 5,000 diamonds, 800 orange skill books and 20 of each resource chest, down to 2,000 diamonds, 300 books and 10 chests for fourth. And the winning state’s players collect the State Winning Streak Bonus if they scored more than 50,000 personal points that Saturday: 10,000 Valor Medals, 400 diamonds, 10 Prime Recruitment Tickets, 1,000 badges and five chests each of wood and food.

What to do with it. Valor Medals buy orange gear in the Merit Shop, and that’s the one place this event’s currency turns into something permanent; the gear goes on the heroes who march. Orange skill books go to the barracks skills that work every day (Katrina’s exploration, Sophia’s construction, Chinatsu’s duel points) before any fighting skill. The Prime Recruitment Tickets are the pulls Katrina, Sophia and Chinatsu come from, so they’re worth holding until you know which of the three you’re short. Badges go back into Alliance Recognition, which feeds the Alliance Duel that in turn feeds next round’s state score. The diamonds are the diamond guide‘s business.

Mistakes that cost points in Capital Clash

  • Fighting on the open map. A kill out there is 2 points; the same kill inside the Capital is 12. If you’re not in the capital area, you’re not scoring.
  • Teleporting at midday. The teleport opens at 00:30 and the clash at 12:00. Invaders who arrive when the Capital opens spend the first hour marching.
  • Parking an unshielded base in the mud by accident. Shields don’t work there. Either you’re in the mud to fight or you’re outside it with a shield up.
  • Rallying the Capital while the turrets are enemy-held. Each one strips 1% of your garrison at every tick. Turrets first.
  • Throwing solo marches at ten garrisoned troops. Every unit you lose in the capital area is points for them as well as for you. Join the called rally instead.
  • Treating a Diamond-league duel like any other week. The duel win is 180,000 state points in Diamond, six times the Silver figure. Lose it and you may have handed the enemy the invasion.
  • Giving up when your state is losing. The nine boxes are yours on your own points, and the winning-streak bonus only needs 50,000 of them.
  • Spending the medals on nothing. 12,000 Valor Medals from box 9 alone is a piece of orange gear. Walk them to the Merit Shop before next round.

Is Capital Clash worth it for a free player?

Yes, for the boxes, and that’s true even in a state that loses both Saturdays. Everything on the personal board is about position, not power: stationing troops at a turret scores whether you ever fire a shot, losing units in the capital area scores, and a reinforced Capital pays its garrison for every tick it holds. A free player who moves in early, fills a garrison slot and joins the called rallies collects boxes on the same terms as a spender. Box 9 at 2,250,000 is a rally player’s number; boxes 1 to 3 are within a Saturday of ordinary participation.

The honest limit is the open-field fight. A low-power Headquarters in the mud is a 50,000-point gift to an invader, so the free player’s choice is the one in step 1: fight from inside the mud if your troops can take a hit, or stay outside, shielded, and score by reinforcing. Both are real plans. Only the unshielded base in the mud is a mistake.

And the week before matters as much as the day. Every Alliance Duel day your alliance wins, every Furylord attack, every truck you plunder is state score, and it’s the state score that decides whether you fight at home or away.

Capital Clash sits in the events schedule beside the Alliance Duel that feeds it, and the beginner’s progression guide covers what to build before any of this matters.

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