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Whiteout Survival SvS Schedule and Guide: Prep Days and Battle Plan

The Whiteout Survival SvS schedule repeats every 4 weeks. Each run opens with 2 days of matchmaking on Saturday and Sunday, then 5 prep days from Monday, and the 12-hour Battle Phase starts Saturday at 10:00 UTC. This guide covers all five scoring days, the Battle and Sunfire Castle times, and the mistakes that can turn a saved stockpile into zero points.

SvS comes every 4 weeks, with King of Icefield 2 weeks after each one. A state gets its first SvS at roughly day 80. The Battle Phase opens Saturday at 10:00 UTC for 12 hours, and Sunfire Castle runs from 12:00 UTC for 5 hours, won by a 2.5-hour hold.

  • 4 weeks between SvS events
  • Saturday 10:00 UTC Battle Phase starts
  • Furnace 16 to cross into the enemy state
  • 2.5 hours straight to win Sunfire Castle

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When Does Whiteout Survival SvS Start?

A state must be roughly 12 weeks old, around day 80, before it enters SvS matchmaking. Matchmaking lasts 2 days and weighs the troop power of each state’s top 100 chiefs, plus state activity and win history.

After that, SvS returns every 4 weeks. King of Icefield runs in the 2 weeks between, so the next SvS starts 2 weeks after the last King of Icefield began. Each state keeps its own offset, so confirm the date in your Event Center.

The full cycle runs in this order. Matchmaking takes 2 days, the Preparation Phase takes 5 days, the Battle Phase lasts 12 hours and Field Triage takes about 2 days.

The Battle Phase starts Saturday at 10:00 UTC. Furnace Level 16 or higher is required to cross into the opposing state and fight during this phase. Check that requirement before building the rest of your plan around cross-state combat.

What Does Each Whiteout Survival SvS Prep Day Score?

The five prep days score different actions. Match every saved item, queue and upgrade to the correct row before you spend anything.

DayThemeWhat scores
Day 1City ConstructionBuilding upgrades, construction speedups and Fire Crystals
Day 2Basic Skills UpHero development and research, including named-hero Shards, Expert Sigils and Lucky Wheel
Day 3Beast SlayStamina spend, pet refinement and Polar Terror rallies
Day 4Hero DevelopmentTroop training, hero gear and Mithril. Training must finish inside day 4
Day 5Power BoostThe stockpile dump and the day Chief Gear scores
Day themes from mone.gg (September 28, 2026), frostguard.live (September 12, 2026) and wostools.net, read October 30, 2026. Point values can be rebalanced; check the in-game event panel.

Day 1 is for construction, so line up building upgrades, construction speedups and Fire Crystals there. The speedup calculator shows which mix of speedups finishes each timer with the least time thrown away. Day 2 shifts to hero development and research. Save the listed named-hero Shards, Expert Sigils and Lucky Wheel actions for that scoring window.

Day 3 turns to stamina, pet refinement and Polar Terror rallies. Day 4 covers troop training and hero gear, but starting training is not enough. The training must finish inside day 4 to score.

Day 5 is Power Boost and the main stockpile dump. It is also the day Chief Gear scores, so raising Chief Gear early gives up those points. Day 5 can run longer than 24 hours, because it ends when the Battle Phase opens on Saturday.

How Should I Plan My Whiteout Survival SvS Week?

Start with five labeled groups based on the table. Put construction actions under day 1, hero and research actions under day 2, and stamina and pet work under day 3. Completed training and hero gear go under day 4, and Chief Gear under day 5.

Work backward for training queues. A queue that starts on day 4 but finishes after the scoring window does not count, so plan around the finish time rather than the start time.

A Whiteout Survival bot can keep the daily loop moving through gathering, training queues and repetitive prep tasks across the 5 days. It does not play the Battle Phase or win Sunfire Castle.

You can also check active Whiteout Survival gift codes while preparing resources for the week. Do this before the scoring windows so the prep plan is set before spending begins.

How Do the Battle Phase and Sunfire Castle Scoring Work?

The Battle Phase starts Saturday at 10:00 UTC and runs for 12 hours. Kills and losses score only when the opposing-state Chief is within 3 Furnace Levels of you. Fighting anyone outside that range scores zero.

Troops killed and troops lost give the same points per tier. T1 and T2 troops are worth 1 point each, T10 troops are worth 13 points each and T11 troops are worth 15 points each. Target range still applies, so the correct troop tier cannot make an out-of-range Chief score.

Sunfire Castle Battle begins at 12:00 UTC and lasts 5 hours. An alliance wins the Castle by holding it for 2.5 consecutive hours. If nobody reaches that, the side with the longest total hold wins.

Sunfire Castle offers three scoring routes.

  • Carnage points come from kills.
  • Occupation points come from your troop power while holding the Castle or a Turret.
  • Casualty points come from your own severely injured or lost troops.

Attacking, joining a rally or scouting can drop your shield. Attacking also starts a 30-minute wait before you can shield again, while reinforcing allies leaves your shield up. If the attacking state takes the Castle, the alliance holding it at the end appoints a Supreme President over both states.

Which Whiteout Survival SvS Mistakes Cost Points?

Most stockpile losses come from timing, target choice or shield handling. Check these five points before each scoring window.

  • Using items on the wrong prep day. Follow the five-day table and spend each saved item only when its listed action scores.
  • Raising Chief Gear before day 5. Chief Gear scores during Power Boost on day 5.
  • Leaving troop training unfinished at the end of day 4. Training must finish inside day 4 to score.
  • Fighting an opposing-state Chief outside the 3 Furnace Level window. Those kills and losses score zero, regardless of troop tier.
  • Forgetting to re-shield after the Castle. Attacking drops the shield and starts a 30-minute wait before you can shield again.

Before spending or fighting, check the current prep day, any training finish time, the target’s Furnace Level and your shield timer. Those four checks cover the main ways a planned score can disappear.

Want to know what is running this week? Our Whiteout Survival event calendar lays out the weekly schedule and the longer rotation, so you can save resources for the right day.

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Whiteout Survival SvS FAQ

When is the next SvS in Whiteout Survival?

Four weeks after your state’s last SvS began, or 2 weeks after the last King of Icefield began. States run on their own offsets, so the Event Center shows your exact date.

When does a state enter SvS matchmaking?

A state needs to be roughly 12 weeks old, around day 80, before it enters Whiteout Survival SvS matchmaking.

What Furnace Level is required for the SvS Battle Phase?

Furnace Level 16 or higher is required to cross states and fight during the Whiteout Survival SvS Battle Phase.

How long is the Whiteout Survival SvS cycle?

SvS has 2 days of matchmaking, 5 preparation days, a 12-hour Battle Phase and about 2 days of Field Triage.

When does the SvS Battle Phase start?

The Whiteout Survival SvS Battle Phase starts Saturday at 10:00 UTC and lasts 12 hours. Sunfire Castle Battle starts at 12:00 UTC and lasts 5 hours.

Does scouting drop my shield during SvS?

It can. Attacking, joining a rally or scouting can remove your shield, and attacking starts a 30-minute wait before you can shield again.

Facts checked October 30, 2026 against mone.gg (September 28, 2026), frostguard.live (September 12, 2026), whiteoutsurvival.wiki (SvS page) and wostools.net. Also heaven-guardian.com (state age guide, October 7, 2026) and buffget.com (shield timer).

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