World versus World

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Disambig icon.png This article is about the game mechanic. For the achievements category, see World vs World (achievements). For World Experience and Ability Points, see World Experience.
The five World versus World Maps

World versus World (also known as WvW) is a combination Player versus Player/Player versus Environment game mode where players from three different servers (worlds), or more, battle in the Mists. It features open-world combat on five large maps with up to several dozens of players per map. In World versus World, players can besiege objectives such as Keeps and Towers with siege weapons, and battle over resources, as well as complete other PvE-type content to win World Experience for themselves.

World versus World user interface.

Getting there[edit]

  • WvW Menu Bar icon.png
    World vs. World panel (default B), then at the top select the WvW map to enter. Free-to-play accounts will gain access to this panel at level 60. Non-free at level 31.
  • Asura gate (map icon).png
    Asura gates located at Lion's Arch
    Point of interest.png
    Mist Portals lead to each WvW map. Each WvW map has asura gates to travel to other WvW maps.
  • Waypoint (tango icon).png
    Waypoints can be used to travel between WvW maps if the player is already in a WvW map.


You may return to your location prior to entering the mists anytime that you are not in combat by selecting Leave the Mists in the lower-right corner of the
WvW Menu Bar icon.png
World vs. World panel (default B). If that location was an instance then you will be returned to your location prior to entering the instance. Relogging has the same effect. If you would prefer, go to Lion's Arch using the Asura gate in the starting area.


Stonemist Castle being besieged.

WvW is designed to accommodate players that would not normally participate in PvP. For instance, the high player limit means that a new player can get involved without immediately feeling pressured to contribute. In addition, objectives are available for a variety of group sizes, so players don't need to be members of dedicated guilds in order to be productive. There are also PvE objectives in the world such as hero challenges, events and jumping puzzles.

Player limits are based on the server resources being used. If too many players try to log onto a map, additional players will be placed in a queue (and can continue playing on other maps, including other WvW maps). The limit number is split equally among all three worlds.[1]

Players joining WvW will have their level and attributes dynamically adjusted to level 80. Although equipment can be obtained within WvW, WvW does not reward normal experience, only World Experience. Character levels can nonetheless be gained by using Tomes of Knowledge obtained as rewards from rank up and WvW reward tracks. Each character on an account has separate lists of WvW traits, but world experience gained on one character is account-wide.

Players may leave or join WvW at any time with only a few restrictions:

  • Players who attempt to join a map that is full can queue for a space while joining one of the other maps in the meantime.
  • Players who are idle for 15 minutes will be automatically removed from WvW, but can rejoin at any time (unless the current map has a queue).
    • Players who are idle for 14 minutes will receive the AFK kick warning every 10 seconds prior to being removed from WVW. Removed players will return to character selection screen.


WvW Match Overview

Participation in World versus World may result in various rewards:

L.80 Gold Contribution (Capture)
Event Type WXP Karma
Castle 1000 1,700 Karma.png
Keep 800 1,360 Karma.png
Tower 400 680 Karma.png
Camp 200 340 Karma.png
Shrine 0 Karma.png
Sentry 100 170 Karma.png
Dolyak 50 85 Karma.png
L.80 Gold Contribution (Defense)
Event Type WXP Karma
Castle 200 340 Karma.png
Keep 200 340 Karma.png
Tower 150 255 Karma.png
Camp 85 170 Karma.png
Shrine 0 Karma.png
Sentry 0 Karma.png
Dolyak 0 Karma.png
Event Type WXP Karma
EB Dredge 200 340 Karma.png
EB Ogres 200 340 Karma.png
EB Hyleks 200 340 Karma.png

There is no reward for capturing Alpine Borderland's Shrines (except for Dailies).


Interface at the top of your screen.


The interface used in Borderlands and Eternal Battlegrounds at the top of your screen. Edge of the Mists uses a different interface.

  • (1) Clicking the arrow at the top of your screen will open a new Skirmish Details window.
  • (2) The current war score of all 3 teams, cumulative throughout all Borderlands and Eternal Battlegrounds.
  • (3) Potential points that may be added to the war score of your team when the current tick timer expires.
  • (4) Current Tick Timer: the time remaining until those points are applied.
  • (5) Amount of supplies you are holding.
  • (6) Amount of time left in current Skirmish
  • (7) Breakdown of potential points for all 3 teams - Displayed when hovering over (3)
  • Your team is indicated by the background color of both (3) and (5)


Primary article: Objective

There are four different types of objectives: Camps, Towers, Keeps and one Castle. Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured. The following table lists the defenses that each objective type possesses:

Resource camp Tower Keep Stonemist Castle
Guards 1Yes 1Yes 1Yes 1Yes
Walls/Door 0No 1Yes 1Yes 1Yes
Lord1 0No 1Yes 1Yes 1Yes
Inner Walls 0No 0No 1Yes 1Yes

1. Champion Tower Lord, Champion Keep Lord or Legendary Castle Lord.

Guards are capable of holding out against small strike teams, their main purpose however is to buy time and assist allied players.[2]

To capture an objective the Lord has to be defeated. The Lord is at the center of the objective, in the case of Towers and Keeps, inside the walls. In these cases, the only way to attack the Lord is to bring down the walls or gates first. Mesmers can portal players past walls, but there has to be a breach for the mesmer to enter in the first place. After defeating the Lord of the objective, a capture circle will appear. Alive or downed enemy players (that are not invulnerable nor invisible) or NPCs inside the capture circle prevent capturing.

The longer a world holds an objective, the more it will be upgraded to make it harder to capture but also the more valuable.

Objective upgrades[edit]

Primary article: Objective upgrade

Upgrade defenses to control objectives longer and increase your team's war score. There are two kinds of upgrade:

  • Automatic Upgrades are based on delivering dolyak (Secured: 20 dolyaks, Reinforced: 40 dolyaks, Fortified: 80 dolyaks).
  • Guild Claiming, which are time-based (10 minutes, 30 minutes and one hour) after the objective has been claimed by a guild. Tactics and improvements must be manually slotted (configured) to become available. A guild may claim any objective held by their team that has not already been claimed, but only one objective at a time on a map may be claimed by a guild.


Use the WvW objective UI, which is available by speaking to a quartermaster or left-clicking an objective map icon. It allows:

  • Display of the current status of objective upgrades.
  • Claiming the objective and optionally checking the Public Tactic Activation box.
  • Slotting (configuring) Tactics and Improvements for claimed objectives.

You may view the upgrade status of any objective, even those held by an enemy team.


Gliding in WvW is unlocked separately from PvE, through spending World Ability Points for the War Gliding Mastery. Gliding is possible only in territories controlled by one's own world.

Siege weapons[edit]

Primary article: Siege weapon

Siege Weapons are environmental weapons that can be built to accomplish a particular purpose. For instance, arrow carts and cannons are very effective against clustered enemies, ballistae at destroying enemy siege equipment, trebuchets for breaking down doors and walls, and shield generators to disrupt enemy movement and support allies.

Player damage is severely limited against doors, and zero against walls. Therefore, siege weapons are an integral part of capturing a walled objective. With the exception of the siege golem, all siege weapons are stationary and cannot be moved.

To create a siege weapon, a player must create a build site by using a blueprint at the desired location. The weapon is constructed after it receives enough supply from players. Operation of the weapon is on a first-come/first-served basis. However, the player who placed the blueprint has priority, even if someone else is already using the weapon -- they can remove other players from any siege weapon except for golems.

Certain siege weapons can be acquired through objective upgrades. These siege weapons do not require blueprints.


Primary article: Supply

Supply is a special resource in WvW used for the following:

Each tower, keep and castle has a stockpile of supply that is replenished by supply caravans delivering from resource camps. Stockpiled supply can be collected by players, each of whom may carry a maximum of 10 units untraited, up to 15 while traited and unbuffed and up to 25 traited and buffed (With an additional 5 possible through Guild Objective Aura I and another 5 bonus from the Presence of the Keep). Supplies do not show up in your inventory, but you can see the number of supplies you carry at the top of your screen in WvW.

A stockpile of supply will allow defenders to keep their doors and walls repaired or to build defensive siege weapons. Similarly, attackers need supply to construct their offensive siege weapons. Supply is therefore the basic resource around which WvW revolves.

Enemy players[edit]

Killing an enemy player in WvW will result in gaining world experience and loot. Loot often includes Badges of Honor but is otherwise randomly generated; the defeated player does not actually lose anything through being defeated, but they may still take durability damage as with any other death. As a result, combat will usually occur when attacking or defending an objective.

The names of players from other worlds are not shown. Instead, they appear as "<world> <rank>". For instance, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.

Spawn points[edit]

Spawn points are waypoints on each of the battlegrounds. There are two types of spawn points; those which provide permanent access and those within objectives.

Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by other worlds and are housed in objectives protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may repair their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is difficult to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable. Waypointing to a permanent spawn will automatically repair your armor.

Other waypoints can be added to some objectives through objective upgrades. These waypoints provide fast travel, allowing quicker access across the map. A waypoint cannot be used if the objective it is housed in is under attack, with the exception of Emergency Waypoints.

Resurrection timer[edit]

When a player is defeated in WvW, a 5-minute timer starts. The player can choose to revive at an uncontested waypoint immediately or to wait. After 5 minutes, the player is automatically revived at their spawn point for that map.

Revive players[edit]

Unlike in PvE, if you are in combat mode you can't revive a player that is fully dead. You can only interact with downed players of the same team. The same mechanism is valid for any NPCs. If you enter combat while reviving a dead player/npc you may continue reviving them, but if you break the revive channel, you will be unable to restart reviving them until you are out of combat once more.

Additionally, unlike in PvE, only one player may rally off a single kill. Rallying prioritizes the nearest downed player, and players cannot rally by killing basic creatures.



Matches are 1 week long, split into 2-hour time slices called Skirmishes. During a skirmish, worlds will earn War Score based on how many objectives are held, with War Score being used to determine the winner of each skirmish. When each 2-hour skirmish ends, the War Score is reset, but the actual state of the map and objectives will remain unchanged.

Skirmishes award Victory Points based on placement (1st—5 Victory Points, 2nd—4 Victory Points, 3rd—3 Victory Points). After 84 Skirmishes (one week with 12 skirmishes/day) Victory Points are used to determine the first, second and third place.

War Score[edit]

All objectives controlled by each world provide an amount of points, based on the tier of each objective (see table below). Every 5 minutes, the points gained from objectives are added to the War Score of each world (PPT = Points Per Tick). Additionally, capping an enemies' objective will also add points to the War Score, based on the tier of the objective (see table below).

Points per tick/capture Base Points Secured Reinforced Fortified
Camp 2 3 4 5
Tower 4 6 8 10
Keep 8 12 16 20
Castle 12 18 24 30

Killing or finishing (stomping) an enemy will add 2 points to the War Score (PPK = Points Per Kill). Stomping an enemy with the Borderlands Bloodlust effect will add 1 point extra.

Killing a hostile dolyak is worth 1 point, while escorting a friendly delivering dolyak provides 1 point at each destination.

Map-specific mechanics[edit]

Eternal Battlegrounds' mercenaries[edit]

Three groups of NPC mercenaries are present in the Eternal Battlegrounds:

Helping out the mercenaries by completing a dynamic event to earn their loyalty will result in them joining your world's side. E.g. saving Orgath Uplands from hostile harpies will result in Ogres joining your cause. They then begin attacking, capturing, and reinforcing nearby supply camps.


Monuments are present in each Borderlands, nine shrines in each Desert Borderlands map, and five ruins in the center of both Desert and Alpine Borderlands.

Shrines grant stacking bonuses to nearby keeps and provide a Blessing of Elements to players who capture or interact with the shrine.

Capturing and holding three ruins grants the effect Borderlands Bloodlust. Unlike other objectives, ownership of ruins is not permanent. Without a player present, capture progress slowly fades until the ruin is once again unclaimed. This prevents one player from single-handedly completing the event.

Match-making and Server Linking[edit]


Worlds in WvW were typically matched based on a modified Glicko rating,[3] so that high-ranked worlds will battle other high-ranked worlds, and low-ranked worlds will battle other low-ranked worlds. This attempted to ensure that every world had a fair chance of winning matches despite differing levels of player participation or skill.[4]

In 2017, Anet decided to move towards a 1-up, 1-down system, where the server that obtained first place would go up a tier, and the server that obtained 3rd place would go down a tier.

Server Linking

In April 2016, Anet began testing and implementing Server Linking as a way to combat low-population servers in WvW. [5] Lower population servers were "linked" with higher population servers, allowing them to play together. In the case of EU servers, the server's primary language was usually a factor in how they were matched. Servers are evaluated for relinking about every 3 months, and a parent server may be linked with more than one link-server.

Leaderboards for WvW rankings are updated online for both North America and Europe.

Weekly WvW reset[edit]

At reset players will see a dialog that shows the end score and it states at which position your server is. After a short while they will receive a warning in yellow text that states reset is in motion and they will be sent to Lion's Arch. Approximately 5-10 minutes later, players will be able to enter WvW again.

Times of WvW reset.

Tournament system[edit]

Periodically, tournaments (previously known as a season) will be held for World versus World. Worlds fight other worlds over the course of multiple weeks to earn points; 1st place gives 5 points, 2nd place gives 3 points, and 3rd place gives 1 point. At the end of the tournament, players in each world receive rewards for their world's ranking based on points earned. Throughout the tournament, players can earn individual rewards through limited time achievements and achievement rewards.


Players who participate in tournaments receive WvW Tournament Claim Tickets to trade for other rewards from the Battle Historian. These rewards include Hero's weapons, Mistforged Hero's weapons, Mini Dolyak, ascended accessories, and more.

Tournaments held so far

Jumping puzzles[edit]

Entrance to one of the Mistwrought Vault jumping puzzles.

Mistwrought Vault is a jumping puzzle in the north-west of every Alpine Borderlands map. This puzzle can be completed once per day on each of the maps. Completing one does not deny rewards for the other. There is no jumping puzzle in the Desert Borderlands.

Obsidian Sanctum is a jumping puzzle which can be accessed via the WvW menu, or through a door in any of the keeps in Eternal Battlegrounds. It is a separate instance from any of the other WvW maps, though players will continue to receive rewards each tick if they had sufficient participation before entering.

At the end of each of the puzzles is a chest that rewards some equipment, siege blueprints and badges of honor, as well as the associated achievement from completing it. They are also notably difficult to complete because they are shared across the competing worlds, and players might encounter hostile players while trying to navigate the puzzle.


WvW battles generally fall into a spectrum between one-on-one combat and zergs.


Primary article: Zerg

In most WvW, there is some form of zerg where large numbers of players congregate to capture objectives. Zergs are usually led by 1 or more commanders. This allows friendly players who are not part of the zerg to know the current position of the zerg.

The role of an individual player in a zerg is not clearly defined; however, they tend to follow standard RPG archetypes:

  • Front-line / Tank
  • DPS
  • Support
  • CC

The combat among zergs can also be divided into open field and wall fighting, where the latter describes the situation of one team fighting from the top of the walls of a tower, keep or castle. Front-line role occurs in open area combat. It is usually filled by tank professions such as Guardian, Warrior or Revenant. They can push the line or flank the enemy zerg in an open area fight. In the case of wall fighting, front-line role is at a minimal.

Number of players in a zerg may vary, but is usually between twenty and forty players. A small "zerg" (10 players or less) is called a group, A normal zerg (20+ players) is called zerg, and a large zerg (40+ players) is called a blob.

The name comes from Starcraft, a 1998 video game in which Zerg were a playable race known for swarming enemies with masses of cheap, weak units, defeating them with sheer numbers rather than skill.


Roamers are usually individuals or very small groups that go behind enemy lines to achieve objectives that would normally be impractical or impossible for a zerg. They include:

  • Killing or deterring enemy stragglers and reinforcements
  • Defending and destroying supply caravans
  • Capturing enemy camps
  • Tagging (or tapping) - Attacking an enemy keep sufficiently that it (and its waypoint, if any) becomes contested
  • Providing intel about enemy zerg size and position
  • Creating diversion for enemy zerg

Roamers generally require high survivability and escapability.

Scouts (Scouting)[edit]

Scouts are those individuals who tend to look out for or babysit one or more objectives. Scouting an objective may vary from Keeps, Towers, Camps, or even enemy zergs. Scouts should focus on broadcasting enemy movements and aiding in the defense of key objectives.

  • Tend to stay and keep lookout for a specified objective even if there are fights happening in the same map.
  • Responsible for upgrading an objective and keeping it safe.
  • Should call for assistance if an enemy zerg hits their objective.
    • Slows enemies from taking the objective via  Siege Disabler.png Siege Disablers and use of defensive siege.
  • Responsible for keeping the siege refreshed in the objective.
  • Provides precise intel on numbers and siege placement if the objective is tagged or is being attacked.
  • In many cases, scouts may also help run dolyaks to the objective in order to upgrade and resupply it.

To provide rewards to a scout, the commander can share participation for the WvW Reward Track if the person has joined the squad, and the squad has a minimum of 5 members.

Successful scout reports should be abbreviated while still conveying relevant information. A good call out will have enemy numbers, server or guild group, nearest relevant objective, possible siege status, and other relevant information. Scouts should also keep in mind whether it's best to use Team chat (/T) or Map chat (/M) when making a call out.


  • [# of players] [server/guild group] @ [objective+objective upgrade status] [siege status], [wall/gate %], [additional info]
    • Mag blob @ t3 hills outer, sgate FABL, with 3 rams, gate 50%
    • 20 [Guild] @ NWC (North West Camp), heading north towards Blue Tag.
    • 5 SBI @ Garri. Outer wall down, inner wall @ 80%. No tag on map.

Keep in mind that some servers will have their own abbreviations for certain terms. See below for common terms.

Common Terms and Abbreviations[edit]

The following is a list of common terms and abbreviations that many, if not all servers use.

Useful Scouting terminology


  • XBL - where X denotes initials or color of the primary server. (Fort Aspenwood Borderlands becomes FABL, Green Borderlands becomes GBL)
  • Garri, Garrison - The northern-most Keep on Alpine or Desert Borderlands.
  • Hills - Eastern Keep on Alpine or Desert Borderlands
    • AKA Air-keep on Desert Borderland
  • Bay - Western Keep on Alpine or Desert Borderlands
    • AKA Fire-keep on Desert Borderland
  • [Cardinal Direction] Objective - Shorthand use of NSWE to denote camps or towers. (Names of objectives change slightly depending on the color of the Borderland, e.g. Bluebriar tower is situated in the same relative area as Redbriar and Parched Outpost. To concisely name a Borderlands objective without having to memorize tower names across all borderlands, cardinal direction is used. In this case, all three aforementioned objectives are referred to as "southwest tower", or simply "SWT".)
    • "NWC" signifies North West Camp.
    • "SET" signifies South East Tower.
    • South and North Camps are usually referred to as "S camp", "SC" "N camp", or "NC" respectively.


  • Pug/PUG - Pick Up Group, slang for player(s) not involved with a guild or organized group
  • Pick (Pick Squad) - A squad leader might designate 2-4 players in a zerg as "Pick". Their job is to focus high-priority targets and quickly take them down. (For example, sniping the enemy Commander)
  • Roaming group/roamers - 1-5 people
  • Havoc - small group of 5-10 people whose purpose is to assist the main zerg by splitting forces out from the main enemy zerg, either by attacking alternate objectives or harassing stragglers in the zerg.
  • Zerg - anywhere between 15-30 people, depending on the tier your server is used to.
  • Blob/map-queue - 30-50 players, depending on the tier your server is used to.
  • Ram, cata, balli, treb - Flame Ram, Catapult, Ballista, Trebuchet.
  • Tap - Hitting an objective solely to cause it to become Contested. No siege is placed and those attacking the objective are only trying to hinder using the associated waypoints or to cause confusion.
  • OJs - Orange Swords will appear on the map to mark when 25 players have engaged in combat. Nicknamed OJs (oh-jays) for their orange color.
  • AJ - When an enemy group engages (generally) behind another two groups that are already fighting.
Useful Zerging terminology (usually spoken by the commander)
  • "Blast"- Commander tells to use Blast finisher skills on certain fields.
  • "Bomb" - Commander tells players to place high damage skills in a certain area.
  • "Bubble" or "Bad bubble" - Commander either tells allied Spellbreakers to use their elite skill,  
    Winds of Disenchantment.png
     Winds of Disenchantment, which appears as a large orange bubbles or to avoid bad ones, which appear as brown bubbles. Some organized groups may assign multiple bubbles, as done with Stab1/stab2.
  • "Bunker" or "Brick Wall" - Commander tells players to bunker. The Squad/Party hold their ground and place AoE in front of them and let the enemy run into it.
  • "Cleanse" - Commander calls for abilities that cleanse conditions.
  • "Empower" - Commander calls for guardians to use Empower, generating Might.png Might.
  • "Hard CC" - Commander calls for crowd control skills to be used.
  • "Lines/Rings/Statics" - Commander calls for "line" type skills like  
    Line of Warding.png
     Line of Warding, 
    Unsteady Ground.png
     Unsteady Ground,  
    Ring of Warding.png
     Ring of Warding, or  
    Static Field.png
     Static Field.
  • "Pump Boons" - Commander calls for classes that share boons, such as Mesmers and Elementalists, to begin using boon distribution skills.
  • "Purges" - Commander calls for players to use Condition Clearing skills on allies, most notably,  
    Purging Flames.png
     Purging Flames.
  • "Resistance" - Commander calls for classes that give Resistance.png Resistance, such as Firebrands, Heralds, and Mesmers to share it with allies.
  • "Soft CC" - Commander calls for soft crowd control skills to be used. (Condition based CC)
  • "Stab1/Stab2 - Commander calls for 1 person per party to use stability. In an organized group, stability 1 and stability 2 will be assigned to certain party members, typically guardians.
  • "Water" - Commander calls for a water field to be placed on the ground. The player that places it might say "small/large water on tag" depending on the type of water field that was dropped.


  • Free accounts unlock World versus World account-wide when one character reaches level 60.


Citadel during Wintersday.
  • The amount of points awarded for holding Stonemist Castle was reduced from 50 to 35 points in the September 14th, 2012 update. This was done because Stonemist became easier to capture, because the Legendary Castle Lord was moved to the lower floor (the initial placement of the Castle Lord on the second floor resulted in abuse of Arrow Carts, firing from other floors into the lord room).
  • Orbs of Power were removed in the November 1st, 2012 update.
  • After April 17th, 2013, until February 23rd, 2016 switching between; NA, EU, and AUS servers removed your WvW ranking.
  • Before April 11th, 2013, WvW matches reset at Saturday 00:00 UTC.
  • The inspiration for World versus World came from Dark Age of Camelot's realm vs. realm battles.
  • WvW and World vs World are the terms used by both players and by ArenaNet to refer to what is technically World vs World vs World. In game, NPCs refer to it as the Mist War or Battle for the Mists.
  • Map completion used to include waypoints, point of interests and vistas in WvW maps.


  1. ^
  2. ^ IncGamers’ Guild Wars 2 Interview - Part 2, IncGamers
  3. ^ Mike Ferguson, I’m a Guild Wars 2 Developer. AMA about the next Beta Weekend. Reddit
  4. ^ Mike Ferguson on Guild Wars 2 World vs. World ArenaNet Blog
  5. ^ Guild Wars 2 begins testing WvW world linking today