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Swordland Showdown

The marquee Alliance vs Alliance event. A one-hour capture-point battle for Relic Points, with no permanent troop losses.

Swordland Showdown is the game’s marquee Alliance-vs-Alliance event: a fixed one-hour battle window where two alliances fight head-to-head on a dedicated capture-point map. Two Legions of registered combatants plus substitutes each represent your alliance; the side with the most Alliance Relic Points at the buzzer wins the bracket.

The defining mechanic — and the reason every active alliance member should join, regardless of spend — is that troops cannot die during the battle. Every casualty is sent to a battlefield infirmary with unlimited capacity, then healed instantly and for free when you leave the map. There is no rebuild bill the next morning. March speedups and a free Advanced Teleporter recharge on a timer during the hour, so most of what you’d normally hoard for PvP is provided for you.

Eligibility is gated to a snapshot of top alliances by power, and you must be in the alliance before the registration phase closes to participate at all.

The map and how scoring works

The map has four classes of buildings. Three generate points; one cluster provides battlefield buffs.

BuildingRoleNotes
SwordshrineTop point generator (center)Highest yield on the map. Locked until the second phase of the hour
SanctumsMid-tier point generatorsTwo on the map, flanking the Swordshrine. Holding both is the standard priority
AbbeysLow-tier point generatorsFour around the map. Steady trickle, available from the opening
UndercellarsGathering nodesSpawn in waves later in the hour. Big personal and alliance point boosts when mined

Buff buildings — Bell Tower (faster building captures), Royal Stables (faster teleport recharge), Hall of Reformation (alliance-wide damage buff and damage reduction), and Mercenary Camp (NPC strikes on enemy buildings) — generate negligible points themselves but reshape the rest of the fight. Royal Stables and Bell Tower unlock early and are universally taken first; Hall of Reformation and Mercenary Camp unlock alongside the Swordshrine.

Two scoring tracks run in parallel:

Both tracks earn from the same actions: the first capture of a building (large one-time bonus), continuous occupation while you hold it, looting Baggage Trains that drop when a building flips, and mining Undercellars. Personal points also count enemy soldier power your marches defeat, with offensive kills worth more than defensive kills.

One mechanic is worth understanding before the fight starts: while you hold a building, half its point generation accumulates visibly on top of it as a Baggage Train. If an enemy seizes the building, those banked points scatter and any march can scoop them up. A long-held Swordshrine becomes a high-value target precisely because the banked loot is so large. This is the single biggest swing on the map.

Across every reasonable scoring model, node control beats kill counts by a wide margin. Holding buildings wins matches; hunting players for kill points does not.

What’s different about combat here

A few rules only apply during the Swordland battle hour. Knowing them changes how aggressively you can play.

TL;DR

  • Sign up and show up. Troops can’t die, so the cost of a bad fight is a short respawn cooldown, not a rebuild
  • Play Joiner/Support: garrison buildings, fill rallies, mine Undercellars, sweep Baggage Trains
  • Save heal speedups for partial heals mid-battle. You don’t need a stamina or speedup hoard — most of what you’d normally stockpile is free during the hour
  • Clear your infirmary and pull troops off gathering before registration closes
  • Defensive PvP yields personal points too — hunting attackers off your garrisons is real scoring, not just chip damage

Prep

The work is logistics, not stockpiles.

  • Clear your infirmary and confirm no troops are out gathering or marching when the battle starts. Troops in the wrong state at entry time are excluded from the fight
  • Save healing speedups for mid-battle partial heals. Batch heal won’t work
  • Confirm your Legion with leadership and what role they want you in. Legion 1 results drive alliance rewards; Legion 2 still scores you personal rewards

You don’t need a speedup or teleporter stockpile. The hour gives you free march speedups on a timer and a free teleporter that recharges itself.

Role on the field

  • Garrison captured buildings. Sit your top three heroes inside; the defensive bonus from being in the garrison is significant. Most of your scoring will come from buildings your alliance is holding, not from buildings you personally captured
  • Join rallies rather than soloing buildings. A solo hero against a defended garrison loses
  • Loot Baggage Trains when buildings change hands. When a Sanctum or the Swordshrine flips, the banked points scatter — sweeping those up is some of the easiest personal points on the map
  • Mine Undercellars when they spawn. Pure point gain at low risk
  • Defend against attackers on your held buildings. Defensive kills score fewer points per kill than offensive ones, but the risk is much lower and the points add up

When to commit troops

Default to garrisons or adjacent tiles. Empty city = unattackable city. Only break that pattern when leadership calls a coordinated push — solos against a defended building don’t connect.

If you die, treat the respawn cooldown as a reset, not a punishment. Heal, swap gear if you need to, and redeploy with a target in mind.

You don’t need top-tier heroes or fully-built gear to contribute. Alliances need bodies on points; a half-built garrison sitting in a Sanctum is still generating Alliance Relic Points for your bracket.

TL;DR

  • You’re carrying the offensive load. Lead heroes, rally power, and gear/charm investment are the levers that matter — not consumables
  • Play Attacker (spearhead captures, lead rallies, hunt enemy garrisons) or Tank (anchor Swordshrine/Sanctums as the rally captain others join)
  • Gem-bought combat buffs apply for the full hour. Use them on coordinated push windows, not chip damage
  • Counter Recon before the battle to hide your troop count from enemy scouting
  • Avoid spending gems on heals — heals are free at the cost of a respawn cooldown

Prep

The lever is account strength, not consumables. Most of what spenders hoard for normal PvP is provided free during the battle hour.

  • Gear and charm tier on your top three heroes is the single biggest contributor to rally power. This is where pre-event spending lands hardest
  • Battle Tech research is the third Squad Power input and feeds into matchmaking; advancing relevant tech before the registration phase shifts the matchup math
  • Counter Recon before the battle so enemies can’t scout your city for soldier count
  • Pre-event damage and defense buffs bought with gems apply through the hour; queue them for coordinated push windows
  • Confirm your Legion assignment with leadership. Legion 1 is where you want to be if rewards matter — that result drives alliance-wide payouts

Role on the field

  • Attacker — spearhead building captures, lead rallies on enemy garrisons, hunt cities during PvP windows. Burst damage roles pay back here because lead heroes set rally power for everyone joining
  • Tank / Garrison Captain — anchor a major building (Swordshrine or a Sanctum) as the captain whose rally other players join. The buff from a strong lead hero in the garrison scales the whole defense

The two roles aren’t exclusive — most spender accounts rotate between offensive rallies and anchoring defense as the phase changes.

Gem usage during the hour

  • Combat buffs (damage, defense, march speed) timed to coordinated push windows. Multiple short buffs on the right windows beat one long buff burning through quiet stretches
  • Counter Recon refreshes if leadership expects sustained scouting
  • Don’t spend gems on heals. The leave-battlefield button heals everything for free at the cost of a respawn cooldown. The math doesn’t work to pay gems for what time gives you free

Alliance coordination

Above a baseline power threshold, coordination decides the match.

R4/R5 calls during the hour usually follow a pattern:

The other rule top alliances follow: pre-decide which fights to take and which to skip. Constant pressure on every node is a losing strategy. Picking spots wins matches.

Common mistakes

  1. Skipping the event because “I’m F2P and I don’t PvP.” Troops can’t die during the battle. The downside risk you’re avoiding doesn’t exist here — and your alliance needs bodies on points to win the bracket
  2. Not garrisoning early. Buildings without a garrison hold for less and flip easily. Sit your top heroes in the building as soon as it’s captured
  3. Solo-attacking a defended garrison. Rally instead. A single hero into a defended building loses; the rally power from multiple joiners doesn’t
  4. Leaving your city full of troops during a known incoming attack. Send them out — to a garrison, to a rally, even to an adjacent empty tile — and let the attacker hit an empty castle
  5. Trying to batch-heal mid-event. It doesn’t work. Use the leave-battlefield button for a full instant heal at the cost of a respawn cooldown
  6. Ignoring Baggage Trains. When buildings flip, the banked points scatter. Sweeping them up is some of the easiest personal points on the map
  7. Wasting free teleports without Royal Stables control. The base cooldown is brutal; coordinate teleport usage with Stables status
  8. Treating Legion 2 like a B-team. It doesn’t drive alliance-wide bracket rewards, but its players still earn personal rewards — and matchmaking math reflects both Legions’ power