๐ญ Foundry Battle Complete Guide โ Dominate Alliance Wars in Whiteout Survival โ
60 minutes. Two alliances. Zero permanent troop loss. Foundry Battle is the ultimate test of coordination, strategy, and map control. Here is everything you need to know to win.
What Is Foundry Battle? โ
Foundry Battle is a bi-weekly alliance-versus-alliance competitive event where two alliances clash on a shared battlefield to capture and hold strategic buildings. The alliance with the most Arsenal Points at the end of the 60-minute match wins. All troops are automatically healed afterward, making this one of the few PvP events where you can fight without fear of permanent losses.
| Detail | Info |
|---|---|
| Type | Alliance vs Alliance (competitive PvP) |
| Frequency | Every 2 weeks (alternates with Frostfire Mine) |
| Duration | 60 minutes |
| Team Size | 2 legions x up to 40 players (30 combatants + 10 substitutes) |
| Requirement | Furnace Lv. 16+, Top 20 alliance, joined before registration closes |
| Win Condition | Highest Arsenal Points at match end |
| Troop Loss | Zero โ all troops healed after battle |
| Tournament Mode | Tundra Arms League (top 64 legions per Zone) |
How to Qualify and Participate โ
Registration Requirements โ
| Requirement | Details |
|---|---|
| Furnace Level | Lv. 16 or higher |
| Alliance Rank | Top 20 in your server |
| Registration | R4/R5 registers the alliance before the sign-up window closes |
| Legion Assignment | R4/R5 assigns members to Legion 1 or Legion 2 (max 30 combatants + 10 substitutes per legion) |
| Matchmaking | Based on the top 20 members' troop power in each legion |
Match Day Checklist (10 Minutes Before Battle) โ
- [ ] Confirm Legion 1 and Legion 2 rosters
- [ ] Verify teleport counts and healing speedups
- [ ] Ensure all troops are idle โ no gathering, scouting, reinforcing, or outside battles
- [ ] No injured troops or burning barricades
- [ ] Confirm rally leaders and role assignments for every member
- [ ] Join alliance voice chat or Discord for real-time coordination
Map Layout and Key Objectives โ
The Foundry Battle map contains multiple building types, each with different capture mechanics, point values, and strategic effects. Understanding the map is the difference between winning and losing.
Building Overview โ
| Building | Quantity | First Capture | Points/Min | Bonus Effect |
|---|---|---|---|---|
| Imperial Foundry | 1 | 9,000 pts | 1,800 pts/min | Primary objective โ worth more than all Repair Facilities combined |
| Prototype Sites | 2 | 6,000 pts | 1,200 pts/min | High-value secondary objectives |
| Repair Facilities | 4 | 3,000 pts | 600 pts/min | Spread across the map; ideal for smaller players |
| Transit Station | Multiple | 1,200 pts | 240 pts/min | Halves free teleport cooldowns โ critical for mobility |
| Boiler Room | Multiple | 1,200 pts | 240 pts/min | Halves building-control time โ capture buildings faster |
| Munitions Warehouse | 1 | 1,200 pts | 240 pts/min | +15% troop damage, reduces enemy damage |
| Mercenary Camp | 1 | 1,200 pts | 240 pts/min | Enables strike teams against enemy buildings |
| Weapon Workshops | Random spawn | Varies | Passive generation | Spawn randomly; ideal for smaller players to hold |
Building Priority by Value โ
Imperial Foundry >>> Prototype Sites >> Repair Facilities > Transit/Bunker/Munitions/Camp > Weapon WorkshopsThe Three Battle Phases โ
Phase 1: Establish Tempo (0โ15 min) โ
Priority targets: Transit Station and Boiler Room.
Securing the Transit Station and Boiler Room early gives your alliance a mobility and speed advantage that compounds throughout the match. The Transit Station halves teleport cooldowns, letting you redeploy rapidly. The Boiler Room halves the time needed to capture buildings.
How to execute: Send a small fast march first to bait enemy teleports, then follow with a rally timed to arrive as the control timer ticks down. Do not overcommit โ losing 5 minutes fighting over a Transit Station while the enemy takes the Imperial Foundry is a trade you will lose.
Phase 2: The Core Fight (15โ30 min) โ
Priority targets: Imperial Foundry, Munitions Warehouse, Mercenary Camp.
The Imperial Foundry is the central prize. A single designated rally leader should control all Foundry rallies. Pre-assign compositions: heavy infantry plus siege for Foundry assaults, mixed troops for the Warehouse, fast cavalry for the Mercenary Camp.
The Munitions Warehouse gives +15% troop damage and reduces incoming enemy damage โ this buff is account-wide for your entire alliance. Controlling it makes every other fight on the map easier.
Phase 3: Cleanup and Consolidation (30โ60 min) โ
Priority targets: Weapon Workshops, scattered points, defending captured buildings.
Weapon Workshops spawn randomly across the map and generate passive points. Assign smaller players to hold these with small persistent garrisons and rotate them out.
Endgame decision tree:
| Situation | Action |
|---|---|
| Ahead by 10%+ | Defend. Consolidate holdings. Do not overextend. |
| Ahead by less than 10% | Hold Foundry at all costs. Push one secondary building. |
| Behind by less than 10% | Synchronized multi-rally on Foundry. One chance to flip the match. |
| Behind by 10%+ | Abandon Foundry. Take all secondary buildings simultaneously. Loot scattered points. |
Alliance Roles โ
Assign every member a one-sentence role card before the match. Every player must know exactly what they are doing at all times.
| Role | Task | Best For |
|---|---|---|
| Anchor (Hold) | Stay on a key building generating occupation points; avoid risky solo pushes | High-power players with strong defense |
| Rally Leader (Siege) | Coordinate and lead rallies on high-value targets | Strongest players with best heroes and gear |
| Harasser (Skirmish) | Small fast marches to disrupt enemy captures and loot scattered points | Mid-power players with fast march speed |
| Mobility Officer (Logistics) | Manage teleporters, call for teleports to reinforce hot zones | Experienced player with map awareness |
| Reserve (Flex) | Wait in safe zone, ready to teleport to any threatened building | Flexible players who can adapt quickly |
Assign backups for each role. A single player going offline should not collapse your battle plan.
Best Hero Lineups for Offense and Defense โ
Offense โ Rally Leaders โ
| Role | Best Hero | Gen | Why |
|---|---|---|---|
| Rally DPS | Blanchette | 10 | AoE burst melts garrisoned defenders |
| Rally Tank | Gregory | 10 | Stun locks enemy rally captain, wins the engage |
| Rally Support | Freya | 10 | CC chains + debuff โ enemy cannot reinforce effectively |
| Budget DPS | Bradley | 7 | Still competitive AoE for F2P rally leaders |
| Budget Tank | Hector | 5 | Best-value defensive hero accessible via older banners |
Defense โ Anchors and Garrison โ
| Role | Best Hero | Gen | Why |
|---|---|---|---|
| Garrison Tank | Wu Ming | 6 | Invulnerability window survives coordinated rallies |
| Garrison DPS | Gordon | 7 | 150% Lancer damage punishes attackers who overcommit |
| Garrison Support | Magnus | 9 | %-based debuffs scale against larger attacking forces |
| Budget Garrison | Renee | 6 | Lucky Wheel lancer, solid garrison sustain |
General Composition Rules โ
| March Type | Infantry | Lancer | Marksman | Use Case |
|---|---|---|---|---|
| Rally Offense | 50% | 30% | 20% | Attacking defended buildings |
| Garrison Defense | 60% | 25% | 15% | Holding key buildings |
| Harassment | 20% | 40% | 40% | Speed and disruption |
| Balanced | 40% | 35% | 25% | Flexible response |
Strategy: When to Push, When to Hold โ
When to Push โ
- Enemy just lost a major fight. Their troops are in the healing queue. Attack immediately.
- Your alliance has Teleporter advantage. If you control the Transit Station, you can redeploy faster than the enemy can respond.
- Munitions Warehouse buff is active. +15% damage turns even fights into decisive victories.
- Last 10 minutes of the match. This is when matches are decided. Burn every consumable.
When to Hold โ
- Ahead on points with less than 10 minutes remaining. Defending a lead wins more matches than extending one.
- Enemy has rally advantage. If they have more active rally leaders, do not get drawn into open fights.
- Your healing queues are full. Rotate injured anchors out. Do not defend with wounded troops.
- Weapon Workshops are spawning. Smaller players generate more value holding Workshops than contesting the Foundry.
Teleporter Economy โ
| Teleporter Type | Best Use | Never Use For |
|---|---|---|
| Free Teleport | Rotating garrisons, responding to threats | Initial deployment (save for mid-match) |
| Advanced Teleport | Emergency reinforcement of Foundry, flanking rallies | Moving between minor buildings |
| Alliance Teleport | Coordinated mass redeployment | Solo repositioning |
Reward Tiers and Server-Progress Scaling (v1.32.21 Update) โ
Victory Rewards โ
| Reward | Winning Alliance | Losing Alliance |
|---|---|---|
| Gems | 1,500โ3,000 (scales with server age) | 750โ1,500 |
| Mythic Hero Shards | 10โ20 | 5โ10 |
| Fire Crystals | 50โ120 | 25โ60 |
| Mithril | 5โ15 | 2โ5 |
| Alliance Contribution | High | Moderate |
| Foundry Coins | 800โ1,200 | 400โ600 |
Individual Performance Rewards โ
| Rank | Reward Multiplier | Bonus |
|---|---|---|
| MVP (Top 1) | 2.0x | Exclusive frame + title |
| Top 5 | 1.5x | Extra mithril |
| Top 10 | 1.25x | Extra fire crystals |
| Top 20 | 1.0x | Standard rewards |
| Participation | 0.5x | Minimum reward |
Server Progress Scaling Reference โ
| Server Age | Hero Gen Available | Reward Tier | Gem Reward (Win) |
|---|---|---|---|
| 1โ3 months | Gen 1โ3 | Bronze | 1,500 |
| 3โ6 months | Gen 4โ6 | Silver | 2,000 |
| 6โ12 months | Gen 7โ9 | Gold | 2,500 |
| 12+ months | Gen 10+ | Diamond | 3,000 |
F2P Tips for Contributing Effectively โ
You do not need to be a whale to be valuable in Foundry Battle. Some of the most impactful roles require zero spending.
What F2P Players Should Do โ
| Action | Impact | Difficulty |
|---|---|---|
| Hold Weapon Workshops | High โ passive points add up | Easy |
| Loot scattered points | High โ 50% of stored points are recoverable | Easy |
| Scout enemy positions | Medium โ intel wins battles | Easy |
| Bait enemy teleports | Medium โ waste their Advanced Teleports | Medium |
| Reinforce allied garrisons | High โ extra bodies in defense | Easy |
| Harass enemy Repair Facilities | Medium โ forces enemy to respond | Medium |
What F2P Players Should Avoid โ
- Leading rallies on the Imperial Foundry. Leave this to your strongest members.
- Solo-pushing defended buildings. You will get wiped and generate zero points while your troops heal.
- Wasting teleports on ego fights. Every teleport should serve a strategic purpose.
- Idling in the safe zone. Even holding a Weapon Workshop with 10,000 troops contributes more than doing nothing.
Common Mistakes โ
| Mistake | Why It Hurts | How to Fix |
|---|---|---|
| Fighting over Transit Stations too long | You lose the Imperial Foundry while wasting 10 minutes on a 240 pts/min building | Cap Transit in under 3 minutes or abandon it |
| No designated rally leader | Multiple people calling rallies โ chaos, split forces, easy enemy counter-rallies | One voice. One rally leader per legion. |
| Ignoring the Munitions Warehouse | Enemy gets +15% damage buff; every fight becomes an uphill battle | Assign one squad to contest it at all times |
| Overhealing during a lost defense | Burning speedups on a building that will fall anyway | Save healing for the counterattack |
| Clustering on one building | Easy target for enemy AoE rallies; one rally wipes 10 defenders | Spread garrisons across multiple buildings |
| No role assignments | Players wander the map with no purpose | Every player gets a one-sentence role before match starts |
| Forgetting scattered points | Leaving 50% of your stored points for the enemy to collect | Dedicate 2โ3 harassers to point collection |
| Poor teleporter management | No teleports left when the Foundry is contested in the final minutes | Track teleport usage; save 2โ3 Advanced Teleports for endgame |
Differences from Other Alliance Events โ
| Feature | Foundry Battle | Castle Battle (Sunfire Castle) | State of Power (SvS) |
|---|---|---|---|
| Scope | Alliance vs Alliance | Alliance vs Alliance (kingdom-wide) | Server vs Server |
| Duration | 60 minutes | Multi-day siege | Multi-day event |
| Troop Loss | Zero (all healed) | Permanent (troops die) | Permanent (troops die) |
| Key Objective | Capture buildings for points | Capture and hold the Castle | Total points across all activities |
| Map | Dedicated instanced battlefield | Open world map (server) | Enemy server's world map |
| Team Size | 2 legions x 40 players | Entire alliance | Entire server |
| Matchmaking | Based on top 20 power | Free-for-all (strongest wins) | Server power ranking |
| Healing | Free auto-heal after battle | Uses your speedups and resources | Uses your speedups and resources |
| Best For | Testing comps, practicing coordination | Proving alliance dominance | Server pride and massive rewards |
| F2P Friendly | Very โ zero loss means low risk | Moderate โ losses are permanent | Low โ whales dominate open-field PvP |
When to Prioritize Each Event โ
Foundry Battle โ Practice. Experiment. Zero risk. Build coordination habits.
Castle Battle โ Prove dominance. High stakes. Permanent losses demand preparation.
State of Power โ All-out war. Coordinate with the entire server. Burn everything.Tundra Arms League (Tournament Mode) โ
Tundra Arms League (TAL) is the elite tournament version of Foundry Battle. Top 64 legions per Zone compete in an 18-day elimination bracket for exclusive rewards.
| Detail | Foundry Battle | Tundra Arms League |
|---|---|---|
| Duration | 60 minutes | 18 days (Elimination + Championship) |
| Participants | All Top 20 alliances | Top 64 legions per Zone |
| Format | Single match | Single-elimination bracket |
| Rewards | Gems, shards, mithril | 30-day march skins, island buildings, alliance HQ skins |
| Troop Loss | Zero | Zero (same mechanics) |
Communication Protocol โ
Clear, fast communication wins Foundry Battles. Alliance chat should follow a strict format during the match.
| Call Type | Format | Example |
|---|---|---|
| Enemy Rally Incoming | [Building] [Count] rallies [Timer] | Foundry 2 rallies 45s |
| Building Secured | [Building] secured [Points] | Prototype A secured 6000 |
| Need Reinforcements | [Building] need +[Count] [Role] | Warehouse need +5 anchors |
| Scatter Points | Scatter at [Building] [Coords] | Scatter at Foundry B4 |
| Teleport Request | Port to [Building] [Reason] | Port to Boiler urgent rally inc |
Limit chat to these five call types during active engagements. Ban casual conversation during Phase 2 and the final 10 minutes.
Preparation Checklist (Day Before) โ
- [ ] Full troop training โ all queues at capacity
- [ ] Stockpile 200+ hours of healing speedups (for rotating injured garrisons)
- [ ] Stockpile 5+ Advanced Teleports per rally leader, 3+ per anchor
- [ ] All heroes healed, geared, and with correct Exclusive Weapon skills assigned
- [ ] Confirm which members are in Legion 1 vs Legion 2
- [ ] Assign every member a role + backup
- [ ] Designate one rally leader per legion โ only this person calls rallies
- [ ] Designate one Mobility Officer per legion
- [ ] Review building priority order with the entire alliance
- [ ] Share the communication protocol in alliance chat
Foundry Battle is where great alliances are forged. Zero troop loss means you can fight, lose, learn, and fight again. Run drills. Assign roles. Communicate clearly. The alliances that treat Foundry Battle as practice for Castle Battle and SvS are the ones that dominate when the stakes are real.