ZvZ Mechanics

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Introduction to ZvZ

In Albion, much of the open world content requires you to group up. For some content, Guilds and Alliances like to gather large masses of players (10++ per side) to have large scale fights over content.

Some of the most common forms of Zerg activity include Mage Raiding, Dungeon Diving, Castle Sieges, City Sieges, War Camps and Large Group Dungeons.

ZvZ, short for Zerg vs Zerg is when two or more of these large groups collide.

Positioning, Cooldown Rotation, Damage Trading, Team Composition and Skill are what make ZvZing such intensive activities.

Damage Scaling

Albion has a built-in protection system for players who are outnumbered. This protection comes in the form of Focus Fire - a damage-reduction factor that kicks in when you are attacked by multiple opponents, based on:

  • the number of players attacking you, and
  • whether they are attacking with melee or ranged weapons

When two melee opponents are attacking you, the damage you receive is reduced by 14%. If you are attacked by three melee players, the damage is reduced by 25%. The progression continues as shown in the chart below.

The same mechanic is applied when you are attacked by ranged opponents, however, the damage reduction isn’t as severe. You can see the full damage reduction values below.

Amount of Players Melee Damage Reduction Ranged Damage Reduction
1 0 0
2 14 8
3 25 16
4 34 22
5 41 28
5 48 34
6 53 38
7 58 42
8 61 46
9 65 50
10 67 53
11 70 56
12 72 58
13 74 60
14 76 63
15 76 65
16 76 66
17 76 68
18 76 69
19 76 69
20 76 71
21 76 72
22 76 73
23 76 74
24 76 75
25 76 76
26 76 77
27 76 78
28 76 79
29 76 79
30 76 80


Most Guilds and Alliances have designated shotcallers, whom, over voice chat, will direct the entire fight. Calling where to move, when to engage, when to disengage, and the overall positioning of the fight. It is incredibly important to listen to the shotcaller, 10 players united can be much stronger than 20-man chaos.

Typically the shotcaller(s) and the healers will do all the talking during a fight.


One of the most important factors when working with such large groups, is how they are positioned. Because players typically bring lots of AoE equipment to these encounters, battles tend to be fought around choke points, higher ground and obstacles. It is always important not to clump up and be susceptible to AoE hitting to many of you, putting strain on the healers.

Defensive cooldowns

When fighting in a ZvZ, the defensive CD are really usefull. They will help you to disengage, stay alive or to go further to place you dps / crowd control.

  • Helmets : Many spells placed on the helmets will help you during the battle.
    • Knight helmet : Displacement immunity
      • With this spell, you will be immuned to displacement spells such as soulscythe E spell ; knight armor wind wall, or the mace air compressor. This spell will allow you and up to 5 close allies able to ignore these spells, it wil be harder for your opponents to interrupt or kill you.
    • Mercenary helmet : Cleanse
      • When activated this spell will ''cleanse'' all the negative effects on you (stuns, dots . . .). It's very usefull for you and your close allies, if a tank stuns you, you will be able to cleanse the stun and run away before the enemy dps fall on you.
    • Soldier helmet : Block
      • This spell is only usefull to one guy, you. You will be invincible during 2 seconds, you can move but you can't castspells during this period. It's often used by the melee dps to give them a little bit more chance to survive.
  • Armors : They can give various spells that will help you.
    • Judicator armor : Force shield
      • This armor is a really expensive item because it is rare and extremely useful. The spell ''Force shield'' will create a large bubble on the ground giving more resistances and increasing the healing recieved for up to 10 allies. This spell will help you allies to survive the enemy engage or counter engage.
    • Cleric robe : Everlasting spirit
      • If you receive damages while you activated this spell you will be immuned to incoming damages during 2 seconds and your damages will be increased by 30%. This spell is the most used spell by the ranged damage dealers. It gives a great survavibility when your enemies are engaging you. Also it will enable you to go further into your enemies to place your DPS.
    • Knight Armor : Wind wall
      • This spell isn't often used, but you may see it on the battle field. It will create a wind wall on the ground pushing back the enemies trying to go trough it. It might help to to hold a choke and will create some extra defenses when you'll try to kite back.
  • Boots : All the movement spells on the boots are good, but some of them are better :
    • Scholar sandals : Focused run
      • This spell will increase your movement speed by 100% during 5 seconds and you will be immuned to moovement impairing effects. This spell is a must have, it will allow you to place your dps without problems, but also to fly away without being worried of the movement impairing.
    • Assassin shoes : Dodge
      • This spell is a great spell to dodge the enemy spells, because it gives a little dash (one or two meters) with an immune, after you will get a little movement speed buff. This spell is great to avoid the enemy bombing squad and stuns, it has a short CD aswell.
      • Knight boots : Shield charge
        • You can dash to a close ally or enemy, if it's an ally it will give you and your close allies a great shield. This spell is almost never seen, but you might see it on a support player (arcane). It can absorb a good amount of damages.

These spells will help you to survive while fighting in a ZvZ, but don't forget, they might save your life but the better way to be safe is to have a good positioning.