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War scoring and the war ladder

From the Polandball Go Wiki

Two scores matter in an alliance war. War points decide who wins the war itself; the game draws them as banners. Victory points (VP) are what the war is worth on the war ladder afterward.

1 Where war points come from#

The game sorts every war point into one of six sources:

  • Placing a defense squad: 40 points for each squad your side places.
  • Empty slots on the other side: 65 points for each slot the other alliance left empty, paid automatically.
  • KOing defenders in an attack.
  • Clearing a squad, with a larger bonus for doing it on the first attack.
  • Clearing a zone, more for zones further back.
  • Clearing the whole map.

The first two are settled before anyone attacks. Because a placed squad earns you 40 and an empty slot hands the other side 65, every slot you leave open is a 105-point swing. Filling the board is the easiest score in a war.

2 The attack table#

These values were measured from team-duel attacks in October 2026. "First attack" means the first attack ever made on that squad, the only one that meets every defender at full HP.

  • Each defender KO'd: 5 on the first attack, 2 on any later attack.
  • Squad cleared: 45 on the first attack, 15 on any later attack.
  • Each attacking ball still standing when the squad is cleared: 2, first attack or not.

When an attack clears the last squad in a zone, the zone bonus is added on top:

  • Front zone: 120
  • Middle zone: 180
  • Back zone: 360
  • The eighth and last zone of the board: a further 600

A failed attack still pays for every defender it KO'd.

The table fits nearly every attack. A couple of middle-zone bonuses have paid about 60 more than it says, and the reason isn't known.

3 Worked examples#

A clean first strike. Three of your balls hit a fresh squad, KO all five defenders and finish with two still standing. That is 5 × 5 for the KOs, 45 for the clear and 2 × 2 for the survivors, 74 points.

The same attack, opening a row. If that squad was the last one standing in a front zone, add 120. The attack is now worth 194.

A clean-up. A squad has two hurt defenders left after an earlier attack. One ball finishes both and survives: 2 × 2 for the KOs, 15 for the clear and 2 for the survivor, 21 points.

A failed first attack. Your team KOs three defenders before it runs out of balls. It pays 15, and the next attacker faces two defenders, possibly hurt.

The first hit on each squad is the most valuable attack anyone can make on it, so it pays to send a team strong enough to win it outright. How the duel itself works is on War attacks and team duels.

4 Empty zones#

The rule for zones with nothing in them changed between weeks. In the war week labeled Oct 8, an empty zone that fell paid no zone bonus. In the week labeled Oct 15, every one did. The full map clear was paid in both weeks even when some zones had been empty.

5 The participation floor#

Each member is expected to reach a minimum score in a war, the participation floor. The game sets it, and its value isn't covered here.

6 Victory points#

After a war, each side is awarded VP for the war ladder. A loss can still pay some: one defeat paid 51 VP.

Beside an award, the game shows four word grades: Dominance, Fielded Strength, Mobilization and Matchup. They are shown as words only. The game does not publish numbers behind them, and any site that turns them into numbers is guessing.

7 The war ladder#

The war ladder ranks alliances by VP over a season. Its tiers use the same names as the PvP tiers (Bronze, Silver, Gold and upward), and the standings have promote, stay and demote zones. The stay band shows on screen as the "Safe zone".

War seasons began with Season 1 in the week of September 21, 2026. The war of September 24 was the first labeled "Season"; earlier wars were "Preseason". On October 10, 2026 the highest tier any alliance had reached was Silver; two days later, after that week's reset, alliances were showing in Gold.

How many wars a season lasts is not confirmed. One screen read "Season 1 · war 3 of 3", which suggests three, but that hasn't been checked against a full season. The full list of tiers in use is also still unconfirmed.

8 Rewards#

Rewards are set per ladder tier and per result: win, draw, loss or bye.

  • Members receive War Bonds, Clay and XP.
  • The alliance receives alliance XP, which raises its alliance level.

At the end of a season there is a separate reward that depends on whether the alliance was promoted, stayed or was relegated.

War Bonds come only from wars and never expire. They are spent in the War Shop, which sells the Glorious Set (the strongest items in the game), Aether Dust and Scrap Sand bundles, crafting materials and supplies. See Currencies, shops and events.

9 The Polbielytics war ranking#

polbielytics also has its own war ranking, separate from the game's ladder. It blends three things: 75% the alliance's overall Polbielytics Ranking, 15% its war win rate and 10% the quality of the opponents it faced. An alliance needs at least three wars to appear. VP is deliberately left out, so the ranking and the ladder answer different questions. The war ladder page opens on the game's own VP order.

See also Alliance wars and War Council, which scores fantasy teams from these same war points.

10 See also#

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