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World versus World

World versus World is a persistent battlefield where your world fights over keeps, towers, camps, and territory.

ObjectivesSquad playSiege basics

Guide format

Field manual

Core chapters

3 foundations

Practice sections

5 detailed lessons

The briefing

Learn the essentials

Start with these foundations, then use the detailed lessons below to turn them into habits.

Core lesson

Choose your pace

Roam solo for small fights and exploration, or join an organized squad for larger objectives.

  • Pick a borderland
  • Follow the commander tag
  • Use the map often

Core lesson

Understand objectives

Supply, walls, gates, and siege all matter. Objective fights are about preparation as well as combat.

  • Help capture camps
  • Carry supply when asked
  • Defend siege equipment

Core lesson

Play with the squad

Stay with the group, listen for calls, and avoid running ahead alone during large fights.

  • Stack on the commander
  • Move together
  • Revive allies safely

Deep knowledge

The field manual

Field manual

What World versus World is really about

World versus World is an ongoing three-way war. Your team earns score by controlling objectives and completing useful actions around them, but the moment-to-moment experience can be very different depending on how you choose to play. You can follow a large commander squad, form a small havoc group, defend a structure, or roam on your own.

Do not judge your contribution only by player kills. A camp taken at the right moment, a wall repaired before an enemy arrives, a useful scout report, or a quick revive can all help your team protect territory and keep momentum.

Field manual

Objectives, supply, and siege

Camps, towers, keeps, and Stonemist Castle are the major objectives. Camps have no walls; towers have one layer of defenses; keeps and the castle require attackers to break through more than one gate or wall. When the objective lord is defeated, the area must still be secured around its capture circle.

Supply is the resource that turns a group into an attacking or defending force. It is gathered from friendly objectives and used to build siege, repair damaged walls and gates, and place tactical tools. Treat supply as a team resource: do not spend it on a personal project while a commander is preparing an important push or defense.

Field manual

How to follow a commander

A commander squad moves as a unit because coordinated boons, healing, cleanses, and crowd control are strongest when players stay together. 'Stack on tag' means move tightly to the commander so the group can receive that support and make a single decisive push.

New players often die by running ahead, chasing an enemy, or arriving late after a fight begins. Staying close is more valuable than trying to look for a solo kill. When the commander calls a pullback, return immediately; when they call a target, focus it with the group.

Field manual

Roaming, scouting, and defending

Roaming is small-scale WvW: taking camps, interrupting supply lines, finding duels, and responding to weak points. It rewards survival, mobility, and knowing when to leave a fight. If you are new, roaming is a great way to learn the map without the pressure of a large squad.

Scouting is not passive. A good report tells your team the approximate enemy number, the objective, what they are attacking, and whether siege is present. This gives defenders time to decide whether to respond, call reinforcements, or protect another location instead.

Field manual

A first-week WvW plan

Your first week should be about comfort, not mastery. Try one commander squad, capture a few camps, help defend an objective, and explore a borderland. WvW rewards steady participation, so a player who helps consistently will gain ranks and rewards even while learning.

Spend time learning your skills and defensive tools. WvW is its own environment: a build that feels perfect in open world may need more mobility, condition cleansing, stability, or escape options when you face other players.

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