SEASON 3 · WAR & FACTIONS

Faction Duel

Week 7 qualification, Missile Factories, Duel Missiles and the Capitol battle.

ScopeGolden Realm

Quick read

Build Invasion Right across Days 1–6, then execute the Day 7 Capitol battle. Four Missile Factories and friendly-fire-capable Duel Missiles make coordination as important as raw power.

Shareable quick referenceOpen the illustrated card for this guide

How the finale is decided

  • Capitol victory is faction-based capture progress. The documented contest lasts at most four hours; if neither faction reaches 100%, the defending faction wins.
  • Captured Cannons automatically pressure the enemy-held Capitol and accelerate your faction's Capitol capture. They are active battle tools, not only bonus objectives.
  • The documented +10M Capitol and +5M per Cannon affect the faction leaderboard. They are not additional Alliance Goldust awarded to the winning alliance.
  • Missile Factories are alliance-owned. Faction cooperation at Capitol/Cannons does not make factory ownership faction-wide.

Expected battle sequence

  1. Before start: publish live start time, attacking/defending zone, Capitol/Cannon/factory owners, reserves and missile-clearance authority.
  2. Opening: establish Capitol progress and Cannon assignments; factory teams capture only their authorized factories.
  3. Mid-battle: report faction progress, Cannon status, factory production and reserve strength on one command channel.
  4. Finish: rotate reserves from actual progress and timer. Stop unassigned chases; the defending side wins by default if the documented maximum contest expires below 100%.
  5. After contest: verify locked ranking/reward state and continue only the activities the live event still permits.

Expected finale lock sheet

Event details documents the sequence below in server time. Treat it as an expected operating schedule and let the live Faction Duel panel override it if your server differs.

Expected lockWhat leadership does next
Saturday 24:00 · qualification endsCapture the final faction standings and stop treating later points as qualification movement.
Sunday 00:04 · battle zones determinedConfirm attacking/defending zone and publish the correct destination.
Sunday 00:05 · invading commanders can travelOpen staging movement and confirm the rally point/backup point.
Sunday 12:00 · protection ends / Capitol contest opensBegin the assigned Capitol, Cannon and factory plan from the live objective state.
Sunday 12:00–16:00 · documented maximum Capitol contestTrack faction capture progress. Reaching 100% wins; if neither side reaches 100% by the documented maximum, the defending faction wins.
After the Capitol contestVerify which ranking/reward state has locked. Player points/chests can continue where the live event still permits them.
Sunday 24:00 · documented enemy-elimination settlementClose the final activity/claim ledger using the live result and settlement panels.

Facts

  • Invasion Right action-scoring point values vary by version and are intentionally not listed here; read those exact action values on the live Faction Duel scoring screen. Documented Capitol/Cannon faction-value bonuses are listed separately.
  • Four Missile Factories are consistently current around the Capitol.
  • A captured factory produces one Duel Missile every 300 seconds.
  • Each Duel Missile deals 5,000 durability damage to all affected bases, friend or enemy.
  • Missile launch has a preparation stage; relocation/blast displacement during prep causes failure and cooldown.

BlackBar Gaming recommends

  • Track the qualification race daily.
  • Assign factory ownership and missile launch authority before the final battle.
  • Mark friendly-fire zones and tell members not to cluster blindly around a target.

R4 / R5

  • Create separate qualification and battle-day plans; they are different operational problems.

Watch out

  • Invasion Right action-scoring point values vary by version and are intentionally not listed here; read those exact action values on the live Faction Duel scoring screen. Documented Capitol/Cannon faction-value bonuses are listed separately.
  • Exact missile blast footprint, prep duration and cooldown are not hard-coded in this master.

Live rule check

  • Use the active event screen for exact qualification values, battle start and missile preparation/cooldown.
4

Missile factory control

Four factories create shared firepower—and shared friendly-fire risk.

300 secper missile / factory5,000durability damageFRIENDLY FIREall affected bases

Capitol battle objective values

Capitol+10M
Cannon+5M× each
LIVERULE PANEL

Current Season 3 references repeatedly document +10M faction Goldust for the Capitol and +5M for each Cannon.

Treat these as documented current values, not a substitute for the live Faction Duel panel.

Cannons are objectives, not decoration; ignoring them can leave major faction value uncontested.

CURRENT DOCUMENTED

Finale schedule guardrail

Day 7Week 7 finale
12:00Common documented server time

Current 2026 guides commonly show the Capitol battle on Week 7 Day 7 at 12:00 server time.

Use the live Faction Duel schedule as final authority before publishing alliance calls.

OPERATIONAL VISUAL

Factory-to-launch clearance

4
Missile FactoriesCaptured factory: one Duel Missile per 300 seconds in the published guide.
  1. FACTORYConfirm control and available stock
  2. CALLERApprove the objective and warn allies
  3. LAUNCHERCheck live blast area and preparation
  4. GO / HOLDLaunch only after clearance; otherwise hold
ROLE HANDOFFFactory lead → faction caller → launcher; the reserve lead keeps the objective covered.
Illustrative command handoff. Factory production, missile geometry and permission must be checked in the live event.

Faction Duel command board

A coordination worksheet, not a fixed rulebook. Use the live event and skill panels for eligibility, timers, range, and values.

Days 1–6 · Qualification
  1. Qualification lead: record your faction total, opposing total, and active scoring sources after each reset.
  2. Members: complete applicable scoring actions and report results; do not confuse personal points with faction totals.
  3. Officers: share each alliance contribution with the faction caller and flag missed windows before assigning extra risk.
War’s Eve · Deployment
  1. Caller: publish the live start time, target priority, staging point, backup point, and communication channel.
  2. Alliance leads: assign Capitol, Cannon, factory, reserve, and reinforcement owners before movement begins.
  3. Members: arrive with working squads, teleports, hospital capacity, and a confirmed role; report absence early.
Factory control
  1. Give every contested factory a primary and backup; verify which alliance receives its missile stock.
  2. Factory lead: announce each capture or loss and the production status shown in the current panel.
  3. Reserve lead: do not weaken a decisive Capitol or Cannon defense to hold a factory without caller approval.
Missile clearance
  1. Launcher proposes the target; the faction caller checks the purpose and warns all nearby allied bases.
  2. Check the live radius, preparation and cooldown before every launch; the existing friendly-fire warning applies.
  3. If clearance is uncertain, hold the missile. Protect the launcher during preparation and recheck the area after impact.
Capitol and Cannon rotations
  1. Each objective lead reports control, garrison strength, incoming pressure, and the reinforcements needed.
  2. The caller assigns the next reserve move using live objective status; do not turn all teams toward one visible fight.
  3. Near the actual end, stop unassigned chases and refill the objectives selected for the final hold.
Recovery and handoff
  1. If a factory is lost, its lead reports control change and remaining missile status; backup asks before recapturing.
  2. If a Cannon falls, report the time and whether recovery is feasible before redirecting a reserve.
  3. Incoming caller receives the current timer, objective owners, open threats, and pending missile approvals.

Worked command decision

Scenario: your faction holds the Capitol, contests a Cannon, and controls one factory. An ally is inside the proposed missile effect area while the Capitol is under pressure.

Decision: keep the Capitol reserve, withhold launch approval, clear the ally, and ask the Cannon lead whether the objective can hold. Check the current blast preview before authorizing any strike.

Handoff call: Capitol hold; Cannon lead report; factory missile held for friendly clearance. This is an illustration, not a fixed target order.

Copyable field format

TIME | OBJECTIVE | OWNER | STATUS | NEXT ACTION | BACKUP

MISSILE | LAUNCHER | TARGET | LIVE RADIUS CHECK | ALLIES CLEAR | CALLER APPROVAL

Use the actual server time and current target names when posting. No automatic missile or timer assumptions.

Detailed guide

Invasion Right scoring sources

  • #1 Apex / Storm Arena
  • #1 Advanced Storm Arena
  • Desert Storm victory
  • Alliance Duel victory
  • Alliance Duel MVP
  • Arms Race #1
  • Hostile-warzone truck plunder

Invasion Right action-scoring point values vary by version and are intentionally not listed here; read those exact action values on the live Faction Duel scoring screen. Documented Capitol/Cannon faction-value bonuses are listed separately.

Duel Missile rules

The missile is not a precision “enemy only” weapon. Season 3 text applies 5,000 durability damage to every affected base, including allies. Treat factory production and launches as controlled alliance resources.