The Goldvein War is coming to Last War: Survival’s Season 5 off‑season, and it plays nothing like the events you’ve seen before.
You cannot farm points after the battle. Every reward chest, every Destruction Point, and every bit of progress must be earned during the 1‑hour Saturday fight window. Miss it, and you get nothing.
This guide walks you through the rules, the full reward list, the most efficient point‑farming strategies, and the critical mistakes that cost players their weekly chests. No fluff – just what you need to dominate the Goldvein War.
What Is the Goldvein War?

In simple terms, this is a large-scale event where 8 servers fight over 41 buildings.
- Attacking Faction: 5 servers (the ones destroying buildings)
- Defending Faction: 3 servers (the ones protecting buildings)
The Attackers win by reaching 5,001 or more Destruction Points. The Defenders win by keeping that total at or below 5,000.
Battles happen only on Saturdays from 23:00 to 24:00 (server time) , just one hour per week. The event runs for 4 weeks total.
How This Is Different From Warzone Duel
In Warzone Duel, you could take your time farming points after the fight ended. Not here. In the Goldvein War, you must earn all your points during the live battle window. This is the biggest “noob trap” of the event.
Event Schedule at a Glance
|
Week |
Phase |
What Happens |
|
Week 1 |
Faction Formation |
Servers are assigned to Attackers (5) or Defenders (3) |
|
Week 2 |
Battle (Round 1) |
Green buildings (24 total) become available |
|
Week 3 |
Battle (Round 2) |
Blue buildings (16 total) are added |
|
Week 4 |
Battle (Round 3) |
The Golden Palace (center) becomes available |
Battles only happen on Saturdays during Weeks 2, 3, and 4. Sunday is a rest day. Monday through Friday is your preparation window.
How Buffs Work
At the end of each round, the side that was losing receives a buff for the next round. Buffs can include faster bomb installation speed or combat bonuses. This means winning by too much can actually backfire—the other side will come back stronger next week.
Win Condition & Destruction Points
Attackers place bombs on buildings. When the installation progress hits 100% , the building is permanently destroyed and the Attackers earn Destruction Points.
|
Building |
Destruction Points |
|
Small Stronghold |
40 |
|
Large City |
175 |
|
Military Fortress |
Unknown (higher than Large City, lower than Golden Palace) |
|
Golden Palace |
3,500 |
The Golden Palace alone makes up 70% of the victory condition. How you handle it in the final week will decide the entire war.
- Attackers win if: Total Destruction Points reach 5,001+
- Defenders win if: Total Destruction Points stay ≤ 5,000
Maximum Destruction Points per Round
- Round 1 (Green buildings only) : Maximum 1,500 if all are destroyed
- Round 2 (Blue buildings added) : New buildings bring the total close to 5,000
- Round 3 (Golden Palace unlocked) : Another 3,500 becomes available
This means the war is often decided in Round 2. The Golden Palace in Round 3 acts as either a comeback weapon or the final blow.
Goldvein War Battle Rules
Building Capture Mechanics
- Attackers garrison a building → bomb progress increases
- Defenders garrison a building → bomb progress decreases
- At 100% progress → building destroyed permanently
Starting Bomb Progress & Installation Time Estimates
Buildings start with different initial progress percentages, such as 50%, 70%, or 86.9%. The higher the starting percentage, the faster you can destroy it.
Estimated Installation Time (theoretical) :
- Buildings at 80% initial progress → roughly 4 minutes to destroy
- Buildings at 20% initial progress → roughly 30 minutes to destroy
Also, installation speed is fastest during the first 2 minutes of battle, then slows down. Those first two minutes matter most.
Golden Palace Special Rule
The Palace starts at 50% bomb progress. If the Defenders push it down to 0%, a protection bubble activates and the building can no longer be fought over. Attackers must prevent this while pushing toward 100%.
Marching & Teleport Rules
|
Rule |
Details |
|
Free Teleports |
Get one free teleport at regular intervals. First entry into the battlefield uses no teleport attempt. |
|
Teleport Start Time |
From 22:30 (30 minutes before battle) . HQ Level 15+ required. |
|
March Speed |
Reduced by 70% . Moving between buildings takes a lot of time. |
|
March Speed-Ups |
Cannot use diamonds to speed up. |
Top vs. Bottom Area Release Times

The battlefield map has an upper area and a lower area.
- Upper area: Opens at 23:00 (same time battle starts)
- Lower area: Opens at 23:20 (20 minutes after battle starts)
This was added to prevent the Defenders from having too much advantage. When assigning which alliance takes which building, plan to put some on the top area first, then rotate members to the bottom area later.
Battle Day Bonus
On each battle day (Saturday), the Emergency Center cooldown resets once at 00:00. All troops currently in treatment are fully healed. Make sure to use this reset before the Goldvein War starts — timing it well gives you a full troop pool for the fight window.
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Goldvein War Reward
There are 6 types of rewards, but the most important is Type 1: Weekly Individual Battle Point Rewards.
1. Individual Battle Point Rewards (Weekly Reset)

9 reward chest tiers. The chest resets every week—if you don‘t claim all tiers each week, you miss out.
|
Tier |
Points Needed (Cumulative) |
Main Rewards |
|
1 |
196K |
500 Honor / 50 Diamonds / 80 Valor Badges |
|
2 |
393K |
Same |
|
3 |
589K |
2,000 Honor / 240 Valor Badges |
|
4 |
785K |
1,500 Honor / 2 Armament Cores |
|
5 |
981K |
Same |
|
6 |
1.1M |
3,000 Honor / 3 Armament Cores |
|
7 |
1.5M |
100 Diamonds / 4 Armament Cores |
|
8 |
1.8M |
3,000 Honor / 4 Armament Cores |
|
9 |
2.2M |
5,000 Honor / 200 Diamonds / 5 Armament Cores |
Total over 3 weeks:
- Diamonds: 2,100
- Honor Points: 60,000
- Upgrade Ore: 60,000
- Valor Badges: 6,600
- Hero EXP Chests (SR): 486
- Armament Cores: 60
(These Honor Points are worth roughly 2 UR blueprints.)
2. Faction Task Rewards
10 tiers based on Destruction Point milestones. Each tier gives speed-ups, resource chests, Honor Points, and more.
3. Individual Ranking Rewards
4 ranking categories: Total, Battle, Destruction, and Building. Top ranks give Dominator Chests (SSR), Drone Evolution EXP cards, and Skill Medals.
But: The reward difference between 1st place and 10th place is not that big. Don’t obsess over rank. Focus on clearing your weekly individual point chests instead.
4. Alliance Ranking Rewards
4 ranking categories for alliances. Top Battle ranks give UR Universal Hero Shards. Alliance-wide coordination is key here. Like individual ranks, the difference between placements is minor.
5. Building Destruction / Defense Rewards
|
Building |
Diamonds |
Alliance Contribution Points |
Speed-Ups (each type) |
|
Small Stronghold |
60 |
500×1 |
10 |
|
Medium Stronghold |
80 |
500×2 |
15 |
|
Large City |
120 |
500×3 |
30 |
|
Military Fortress |
300 |
500×5 |
60 |
|
Golden Palace |
500 |
500×7 |
80 |
6. Final Outcome Rewards (After Week 4)
|
Result |
Main Rewards |
|
Victory (Destruction ≤ 5,000) |
Dominator Chest (UR)×20 / Universal Speed-Ups×300 / Honor 45,000 |
|
Defeat |
Dominator Chest (UR)×15 / Universal Speed-Ups×200 / Honor 30,000 |
Win or lose, the rewards are still great. Don‘t worry too much about the outcome—just participate actively.
How to Farm Battle Points Efficiently
4 Ways to Earn Points

|
Method |
How to Do It |
|
Default Units |
Attack bases weaker than you |
|
Units Wounded |
Bigger power gap = more efficiency |
|
Damage Durability |
Target bases with fences off. Engineer profession recommended. |
|
Capture Buildings |
Best method: move in after stronger players clear the way |
3 Practical Tips to Maximize Point Gains
- Aggressively target weaker players
Strong players might earn enough by just sitting on buildings. But for mid-tier players, you won’t unlock the final chest unless you actively attack enemies at or below your power level.
- Fencing off is NOT recommended
In Warzone Duel, parking your base with fences off to act as a “wall” was a valid strategy. In this event, that gives you terrible point efficiency. You earn points by attacking—that‘s how this event is designed.
- Timing is everything for building capture
With march speed reduced by 70%, trying to capture buildings on your own takes too long. Coordinate with your alliance. Let stronger players clear the building first, then move in behind them.
Watch Out for These Traps
|
# |
Trap |
Countermeasure |
|
1 |
The reward badge is extremely tiny |
Find and memorize its location before battle |
|
2 |
Points can only be farmed during the battle window |
“I’ll do it later” doesn‘t work here |
|
3 |
Fencing off gives terrible point efficiency |
Attack actively. Playing pure defense will leave you empty-handed |
Before You Fight: Key Takeaways
Preparation
- Stock up on troops. Don’t forget to use the Emergency Center reset on Saturday at 00:00.
- Save your AP.
- Check how many free teleports you have left.
- Know where that tiny reward badge is located.
- Assign building responsibilities to each alliance beforehand (account for the 23:20 lower area release).
During Battle
- Don‘t forget both the 23:00 upper area and the 23:20 lower area buildings.
- Don’t just sit on a building and call it a day—aggressively attack weaker enemies.
- Stick to your role (attack / defend / capture) assigned by alliance leadership.
- Point gain stops immediately at 24:00. Double-check that all your reward badges are fully claimed before time runs out.
Final Thoughts
In the Goldvein War, the value lies less in winning or losing and more in how many of your weekly individual rewards you fully clear. Going in with the same mindset as Warzone Duel will hurt you. Keep the tips in this guide in mind, and you’ll be fine. Start moving at 23:00 on the very first Saturday.

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Nicole Experienced Game Editor
Hi, I’m Nicole, a game content writer and editor who focuses on breaking down complex game systems into clear, practical guides that players can actually use. I spend most of my time exploring how progression mechanics work in modern RPGs and live-service games—especially systems involving character building, resource loops, and upgrade structures like console setups, module systems, and gacha-style mechanics. My goal is to take all the confusing parts of a game and turn them into something simple, readable, and efficient, so you can spend less time guessing and more time progressing.





