GvG Mechanics

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(this is all still heavy work in progress, help out by adding information or rewording a sentence to make it clearer. thanks)

todo: item-power cap red zone?

Guild vs Guild Battles (GvG's) are instanced fights in which players fight to gain control over open world home territories, resource territorries or to gain ownership over one of the six cities on the royal continent. The matches are fought in a 5 vs 5 format when competing for territory ownership in the outlands and in a 20 vs 20 format when competing for the ownership of cities.

The victor of a GvG battle is determined through a combination of capture points and killing the opposing team. GvG battles are always fought with a full-loot ruleset, but there is an itempower cap when fighting on the royal continent. Black zone GvG battles have no item power restrictions and are considered one of the toughest challenges in all of Albion.

How to Initiate a GvG

To initiate a Guild vs Guild battle, an attack must first be launched from either a warcamp or a neighbouring territory.

  • description of attack launch here
  • minimum duration to schedule in advance (20h?)

Each teritorry has a "vulnerability duration timeslot" (need official name) as shown in the teritorry info box when clicking on the zone on the world map. Any scheduled GvG fights will occur at the first hour of the claim duration of a zone. For example, Hardsun Plain has a claim duration between 04:00 - 08:00 UTC, so any scheduled GvG fights over that zone would start at 04:00 UTC.

Teritorry infobox.png

Any attack on territorry may be scheduled during the "vulnerability time" from a warcamp in the same zone. Instead of launching attacks, warcamps can also be pacified to prefent the launch of any attacks until the next "vuln. time".

Cost to launch an attack from a warcamp: 100.000 Silver (?)

An attack on a territorry may be launched ...

(( below explanation is to hard - can anyone simplify this ? ))

The day the fight will be on, will be the day after the next bracket ends. i.e. when you launch on a territory which has a 12-16utc bracket on the 1st of the month at 17utc,

the fight will be scheduled during the bracket after the next bracket (12-16utc the 2nd of the month),

so the bracket the attack will be scheduled will be during 12-16utc on the 3rd of the month.

It will then take the first available full hour, which is 12utc unless another attack has already been scheduled.

The cost to launch an attack are as follows:

  • costs around 1M4 to launch, most reimbursed if 1 point is taken during the fight
  • (money must be in guild account)

When the attacking team scores at least one point, which is as simple as capturing one capstone, 90% of the launch costs will be reimbursed.

In case of (XY) the following amounts are reimbursed to the attackers. This is done to prevent (exact name? - no show attacks / lock teams?)

In summary:

  • GvG battles can only occur during the primetime/gvg-slot(?) time for a territory
  • fights happen at gvg timer-slot
  • first fight at first hour
  • additional attacks on same plot happens 1h after the other

List of GvG Primetime Slots

  • 1
  • 2
  • 3
  • unlock at EU timer ( 18UTC ) or NA timer ( ?? UTC )


timers, special notes, -- only write what is relevant for gvgs here, rest link to seperate warcamp article

Picking Gear for a GvG Fight

During a GvG battle, guilds can only bring a limited amount of weapons and armor. The gear that is used during the gear must be prepared prior to the GvG and must be stored in the correct battle chest to be usable during a fight, in case one member of the team dies and loses his items due to the full-loot ruleset.

It is advisable to organise the gear you are going to use during a gvg beforehand, this means for example picking the right spells or splitting stacks of buff-food or potions beforehand, so that during the heat of battle you are not distracted by inventory management and can just right-click equip your gear.

Each home-territory and each resource territory has their own, unique battle-chest and your team must place their gear in the correct territory or warcamp (the one you’re attacking from) to be usable during the gvg.


  • battlechests store up to (?) items of gear
  • (weight / slots)
  • (image)

How to Join a GvG

If you are a member of the guild that is launching the attack, you can join a gvg by opening the guild menu (g per default) , chosing the gvg you want to join and then click join. if you have the rights to invite your guild-mates to a gvg (see guild rights system) (need name & default picture) you can invite your team members or members of your alliance guildmembers with the rank X can also kick players from the gvg Once the gvg starts (you’ll see a warning (need image)) everyone who signed up to the gvg will be teleported to the battle. Players fighting in the gvg battle must be in the correct zone when the gvg starts to be teleported.

  • if you’re attacking you can either be in the attacking zone or the defending zone
  • if you’re defending you must be in in the defending teritorry

GvG Fight Mechanics & Ruleset

Guild vs Guild fights have different rulesets, depending on the type of territory you’re fighting over.

The general ruleset for a resource territorry gvg battle are as follows

  • each team starts with 150 points
  • there are 3 capture points (control points / stones?) on the map, at the start of the match these are not captured
  • a gvg can last for a maximum of 25minutes
  • the team that holds the majority of control stones will bleed points from their opponents
  • having 1 stone advantage make the other team lose 10 point every minute
  • 2 stone advantage make the other team lose 20 points per minute
  • in addition to capture points, killing a player is worth 4 points
  • channels capping a stone rewards 1 point
  • attacker must drain defender of all points, before the timer reaches 0 (no tick at 0), otherwise the defending team automatically wins
  • 30 at beginning of a gvg before the fight begins, both teams are locked in their tent area to prepare/gear up
  • tents ; don't 1-shot, but do high damage beam ; so don't dive into oposing teams tent

special rulesets for different territories:

  • city has x stones (;unconfirmed)
  • kills during city fights are only worth 1 point
  • timer for respawn, gets longer the gvg lasts (not sure, needs to confirm)

Counter Attacks & Retaliate Mechanics

  • counter attack & retaliate mechanics (lose if more than x points left, defender can retaliate 15m later, auto launch)
  • more than 100 points win on defense triggers a counter-attack on attacking territory 30 mins after
  • when you loose a territory and you have a neighboring territory OR a warcamp still available on the same map and the same timer you can retaliate
  • retaliate happens 1h or 2h afters dependings on how late you launch it

GvG Lockout System

  • If you play a GvG, your character is locked for exactly 24 hours on the territory on which you used the battle vault. ( not sure how it works for war camps )
  • For 24 hours, your character character can only defend this territory or an adjacent one, and/or attack from this territory or an adjacent one.
  • Adjacent territories are connected with a white line on the world map. Select All in the second drop-down menu in the upper right corner of your screen while viewing the world map.
  • The lockout lasts 24 hours and not 23 hours 59 minutes. For example, If you play a GvG at 20:00 on Monday, you cannot join a GvG starting at 20:00 on Tuesday unless territories are adjacent.
  • Automatic counter-attacks do not reset the lockout timer ( needs confirmation )
  • Retaliates reset the lockout timer. ( needs confirmation )
  • If you do an attack, you are locked in all cases. ( needs confirmation I'm pretty sure this is right )
  • If you win a defense with 150 points, YOU ARE NOT LOCKED.

Ways to Train for GvGs