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Alliance wars

From the Polandball Go Wiki

Alliance wars are Polandball Go's weekly team mode. Two alliances are matched, each builds a board of defense squads, and for one day every member attacks the other side's board. The alliance with more war points at the end wins, and the result feeds a season-long war ladder.

Since October 10, 2026, an attack is a single team duel: up to five of your balls against whatever is left of one enemy squad, with damage carrying over from one attack to the next. Older guides that talk about five one-hit matches per attack describe a system that no longer exists.

1 The war week#

The war clock runs on UTC, not on the 8 PM Eastern clock the PvP ladder uses. Every phase starts at 00:00 UTC, which is 8 PM US Eastern the evening before in summer time and 7 PM once daylight saving ends on November 1, 2026.

  • Thursday: Sign-up. Alliances enter that week's wars. Nothing is listed yet.
  • Friday: Setup. Sign-up closes at 00:00 UTC and matchmaking runs at once. Members spend the day placing defense squads.
  • Saturday: Attack. The boards open and members attack.
  • Sunday: Review. The results become final when review ends, and rewards arrive with the weekly payout.

The game labels each war in its history by a week date, such as "Oct 8". That is the label for the week, not the day the fighting happened. The war labeled Oct 8 was fought on Saturday, October 10.

2 Your lineup is frozen at the lock#

The balls you war with are the ones you held when sign-up closed, at Friday 00:00 UTC. The game freezes each ball's CP, upgrades, typing and item at that moment, so a level, a star or a new pull after the lock waits until next week. Pressing the sign-up button early changes nothing; the close is what counts. Roster lock covers the timing and what to do before it.

3 Matchmaking#

At matchmaking the game records each side's war power and how many members joined. Wars are then sorted into brackets A to D by the number of members taking part.

Each war is fought on a named battlefield, a real city the game picks for that war. It sets the scene and has nothing to do with where any member lives or plays.

4 The board#

Each side has a board of zones arranged in three rows: front, middle and back. Zones open row by row. You can only hit a middle zone after a front zone in front of it has fallen or was left empty, and the back opens the same way.

Most boards are eight zones with two squad slots each, sixteen slots in all. Larger wars have 24, 32 or 40 slots. A single player can place up to 16 squads.

A squad is five defending balls in one slot. The first two seats are visible to the attacker and seats 3 to 5 stay hidden until an attack reveals them. While the war runs, the other side's score is masked.

Each slot you leave empty pays the other side 65 war points automatically, and each squad you place pays you 40, so an unfilled slot is a 105-point swing before a single attack is made.

5 One pool of balls#

A ball can attack at most once per war, and a ball placed on defense never attacks. Both jobs draw on the same roster, which makes the split the main decision of setup day.

A check from real wars: top alliances field defenders around 9,000 CP holding Shadowscript-class items, and a 6,000 CP ball will not KO two of those on its own. An alliance that puts every strong ball on defense has nothing left that can break the other side's best squads. Keep enough strength back to win attacks.

6 Attacks are team duels#

An attack sends a team of 1 to 5 of your balls against every defender still standing in one squad. It is one round-based duel with the PvP moves (Attack, Block, Swap and Weapon), fought in seat order, with a cap of 40 rounds.

  • HP carries over. A defender left at 1,050 of its 7,804 HP starts the next attack at 1,050.
  • A squad falls when its last defender is KO'd. A strong squad can be worn down over several attacks.
  • At the round cap, the defenders keep whatever HP they have. The attacker needs a full wipe to clear the squad.
  • Items count only through their attack and defense numbers. Effects such as execute, double damage or unexhaust never fire in a war duel.

The full rules, with the old one-hit system for history, are in War attacks and team duels. The moves themselves are explained in the duel engine.

7 War points#

War points are the score of a war. The game draws them as banners. They come from placing squads, from empty slots on the other board, from KOs, from clearing squads, from clearing zones and from clearing the whole map. The first attack on a squad pays more per KO than later ones, and back zones pay three times what front zones do. A failed attack still pays for the defenders it KO'd.

The game also sets a participation floor, a minimum score each member is expected to reach. War scoring and the war ladder has the full points table and worked examples.

8 VP, the war ladder and rewards#

After each war the alliance receives victory points (VP) toward the war ladder. A loss can still pay some; one defeat paid 51. The ladder's tiers carry the PvP tier names, Bronze up to Ethereal, with promote, stay and demote zones over a season. Season 1 began the week of September 21, 2026. Wars before that were preseason.

Rewards are paid by the alliance's ladder tier and the result (win, draw, loss or bye): War Bonds, Clay and XP for members, and alliance XP for the alliance. A separate end-of-season reward depends on whether the alliance was promoted, stayed or was relegated. War Bonds come only from wars, never expire and are spent in the War Shop, home of the Glorious Set. See Currencies, shops and events.

9 On polbielytics#

  • This week's wars shows every war of the week, and the war ladder shows the season standings.
  • Each alliance's page has its war record and head-to-head history.
  • A clean sweep is this site's word for a war in which one side took every zone on the other board.
  • War Council is polbielytics' own fantasy game built on these wars. It is not part of Polandball Go.
  • The alliance wars guide and the PvP Duels guide go into strategy.

See also Alliances and Roster lock.

10 See also#

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