WvW Maps
1. Map Overview
Every WvW match is fought across four maps running simultaneously. All four are accessible via the WvW panel (B). Each map has its own queue, and your team can have players spread across all four at once. Points generated on all four maps count toward the same weekly match score.
Each world is assigned a colour (Red, Blue, Green) at matchup. The colour determines which Borderland is your "home" and where you spawn. It changes every week.
2. Eternal Battlegrounds (EBG)
Eternal Battlegrounds is the centrepiece of WvW. It is the only truly three-sided map — all three teams start from their own corner Keep and fight toward the centre. EBG typically draws the largest populations and the longest queues at prime time.
Stonemist Castle
Stonemist is the most contested and prestigious single objective in WvW. It is the only Castle-tier objective in the game and provides the highest PPT of any single structure. Taking Stonemist is a major strategic achievement and often signals dominance in a matchup. See the full Stonemist siege guide for tactics.
| Feature | Detail |
|---|---|
| Objective Type | Castle (unique) |
| PPT at Tier 3 | 35 points/tick (highest in game) |
| Inner Keep | Lord room requires capturing both inner gates |
| Waypoint | Available if upgraded — allows rapid reinforcement |
| Walls | 4 outer walls, 2 inner walls, multiple gates |
EBG Keeps: Overlook, Bay, Valley
Each team starts with one corner Keep. Historically named Overlook (north), Bay (south-west), and Valley (south-east), these Keeps spawn fully upgraded at match start and serve as each team's primary home base on EBG.
| Keep | Team | Notes |
|---|---|---|
| Overlook | Red | Northern position; elevated terrain advantage |
| Bay | Blue | South-west; close to several towers |
| Valley | Green | South-east; has a strong inner choke point |
Ruins of Power (Bloodlust)
EBG features five Ruins scattered across the map. Holding a majority (three or more) of the Ruins grants your world the Bloodlust buff — a stacking damage, condition damage, and toughness bonus applied world-wide. The buff is significant in a close match and frequently fought over at match start.
3. Alpine Borderlands
The Alpine Borderlands is a snow-themed map re-introduced in 2016 after player demand. It is generally considered more combat-friendly than the Desert Borderlands due to its simpler layout, more open terrain, and familiar keep/tower positions. Two of the three Borderlands in a standard match use the Alpine template.
Citadel Buff (Alpine)
The Alpine Borderlands features a Citadel at the top of the map. Capturing it triggers a large-scale PvE event sequence. Once completed, the capturing world receives a powerful buff called Bloodlust (separate from EBG Ruins), granting a stat boost to all world members on that map for an extended period.
Key Alpine Landmarks
- Home Keep — fully Tier 3 at match start; your team's stronghold on this map.
- East Keep & West Keep — two secondary Keeps, contested by all three teams.
- Garrison (Tower) — central tower; highly strategic chokepoint location.
- 6 Supply Camps — all generating supply; disrupting enemy camps starves their upgrades.
- 3 Sentries — capturing reveals nearby enemies on the minimap for your team.
4. Desert Borderlands
The Desert Borderlands (introduced with Heart of Thorns) is the home Borderland for the Red team in standard rotation. It is significantly more complex than Alpine, featuring unique PvE mechanics, vertical terrain, and special objectives that require dedicated strategies to capture.
Unique Mechanics
Desert BL divides into three thematic sub-zones — Fire, Air, and Earth — each centred around a Shrine and a distinct terrain type. Capturing a Shrine grants a tactical advantage to that zone: Fire increases damage, Air provides movement speed, Earth reduces incoming damage.
New players often find the Desert Borderlands disorienting. The vertical terrain, breakbar mechanics on NPCs, and longer routes between objectives make it harder to learn quickly. Spend several sessions on Alpine BL first.
Temple of Bloodlust (Citadel)
The Desert BL Citadel is the Temple of Bloodlust. Similar to Alpine BL, capturing it requires completing a multi-stage PvE event chain before granting a world-wide buff. The event is more involved than Alpine and requires coordinated groups.
5. Edge of the Mists (EotM)
Edge of the Mists is a special WvW map that functions as an overflow/training ground. It does not contribute to the main WvW match score. Instead, it serves as:
- An overflow zone for players queued into the main maps
- A training ground for new players to learn movement and basic mechanics
- A WvW XP farm location (the objectives flip quickly, generating steady XP)
EotM features larger zerg fights but less strategic depth. Many experienced players use it to level WvW Rank quickly, but it does not build the map knowledge needed for competitive play.
6. Map Comparison
| Map | Sides | Keeps | Towers | Camps | Special | Contributes to Score? |
|---|---|---|---|---|---|---|
| Eternal Battlegrounds | 3 | 4 (3 corner + Stonemist) | 6 | 6 | Ruins of Power | Yes |
| Alpine Borderlands ×2 | 3 | 3 | 5 | 6 | Citadel | Yes |
| Desert Borderlands ×1 | 3 | 3 | 5 | 6 | Shrines, Temple | Yes |
| Edge of the Mists | 3 | Several | Several | Several | Overflow / XP farm | No |
7. Strategic Priorities per Map
While detailed tactics vary by commander preference and population, these general priorities hold true:
Secure your corner Keep first, then contest Stonemist. Control the Ruins for Bloodlust. Towers act as waypoints for rapid reinforcement — upgrading them pays dividends all week.
Upgrade your Home Keep to T3 as fast as possible — it becomes nearly impregnable. Then push East and West Keeps. Flip Citadel when the map population allows. Harass enemy supply camps to slow their upgrades.
Capture Shrines for zone buffs. Use the terrain's verticality to defend chokepoints. The Temple of Bloodlust is high value but costs significant time — judge whether your population justifies it.
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