Server War (SVS) Guide
The highest-stakes PvP event in Last Z. Two servers fight for capital control — shields are off inside the combat zone.
Frequency
Bi-weekly
Format
Server vs Server
Attack Window
AT 00:30
Shields Inside?
No
No shields inside the capital zone
Any base inside the capital hexagon is fully exposed. If you are not a top-power player with elite troops and coordinated backup, do not position inside the hexagon. Losing troops inside SVS is permanent if your hospital overflows.
Event Phases
Prep Phase — Point Accumulation
Phase 1Alliances compete within their own server to earn ranking points. Top-ranked alliances earn the right to lead the attack or coordinate capital defense in Phase 2. Focus on VS events, Tyrant kills, and alliance activity to maximise your server rank.
Phase 2 — Capital Conquest
Phase 2At AT 00:30 (UTC 02:30), the top attacking alliances teleport to the enemy server. The goal is to capture and hold the enemy capital while defending your own. This phase is the highest-stakes PvP in the game — every online member matters.
Key Mechanics
The Capital Zone
Shields cannot be activated inside the capital zone — this is an open battlefield with no protection. Any base inside the hexagon is vulnerable. Defenders pre-position around the capital perimeter; attackers must navigate through active fire.
Three Turrets
Three turrets surround the capital. Controlling all three simultaneously triggers automatic damage against the enemy capital — eliminating 1% of garrison soldiers at regular intervals. Attackers must hold all three at once to drain the capital garrison.
Garrison Limit
Each turret and the capital itself supports a maximum of 10 garrison troops simultaneously. Fill garrison slots with your highest-tier troops — T10 or T8+ elite if available. Partial fills waste potential defensive strength.
Attacker Strategy
- 1At 00:30, your alliance leader initiates the teleport. Have all members online and ready — the window is narrow.
- 2First objective: capture the 12:00 (north) turret. Use clock positions for all callouts — 12=north, 3=east, 6=south, 9=west.
- 3Once you hold two turrets, concentrate force on the third. Do not split into 3 equal groups — outnumber defenders at each point sequentially.
- 4Avoid the capital interior until all three turrets are held — fighting in the capital zone before turret control wastes resources and loses troops.
- 5Use farm accounts to body-block enemy march paths outside the capital zone — they can hold shields there.
- 6Assign dedicated rally leaders for each turret. Everyone else joins rallies — solo marches accomplish nothing at this level of competition.
Defender Strategy
- 1Pre-position your top-power bases inside or adjacent to the capital perimeter before Phase 2 begins.
- 2Fill all garrison slots in the capital and each turret with elite troops before the attack window opens.
- 3Assign R4/R5 members to each turret and the capital. Defenders have the positional advantage — use it.
- 4Deploy farm accounts with shields just outside the capital hexagon to block teleport landing zones.
- 5If a turret is about to fall, immediately rally to retake it — losing all three simultaneously starts the 1% drain timer.
- 6Keep reinforcements staged nearby at all times. Empty garrison slots can be filled mid-combat if troops are available.
Battle for the Capital
The alliance that holds the capital when the event concludes wins. The winning alliance leader gains the President title, which grants server-wide buffs and special privileges for all members of that alliance until the next SVS event. This is the primary long-term power incentive for top alliances.
Related guides
Data sourced from lastzguides.com, lastzwiki.com, and community guides. Reflects Season 4 meta. Last updated June 2026.