1. Overview & PPT

WvW objectives are the structures and points of interest your world captures and defends. Each objective contributes Points Per Tick (PPT) to your world's score every few minutes. Holding more and better-upgraded objectives means more PPT — and ultimately more Victory Points at the end of each skirmish window.

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Tick Interval

PPT is calculated and awarded roughly every 5 minutes. Each tick in a skirmish window accumulates toward your skirmish score. Skirmishes run approximately every 2 hours.

2. Capture Times & Guard Types

Capturing an objective requires players to stand uninterrupted inside the capture circle for the full duration. Interruptions (being knocked out, leaving the circle) reset progress.

ObjectiveCapture TimeStagesLord / Guard Type
Supply Camp60 seconds1 stageVeteran Supervisor / Veteran Master
Tower3 minutes1 stage (gate + lord)Champion Lord
Keep5 min per gate + kill lordGate 1 → Gate 2 → Lord killChampion Keep Lord
Castle (Stonemist)5 min per gate + kill lordMultiple gates → Legendary LordLegendary Keep Lord
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Contesting Rules — Updated July 2024

As of the July 16, 2024 patch, an objective becomes contested (temporarily uncapturable) if either of the following occurs while attackers are attempting to capture it:

  • The Lord is pulled into combat by defenders
  • Any gate or wall falls below 98% HP

Previously only a gate/wall reaching 0% triggered the contest state. This change rewards active defenders who engage early. (Source: ArenaNet patch notes, July 2024.)

3. Castle — Stonemist

There is only one Castle in all of WvW: Stonemist Castle on Eternal Battlegrounds. It is the most valuable, most complex, and most contested structure in the game. See the full Stonemist siege guide for tactics.

Attacking Stonemist Castle with catapults during a WvW siege
Stonemist Castle under siege — catapults battering the outer walls.
Rams breaching Stonemist Castle inner gate
Rams on the inner gate — the final barrier before the lord room.
Stonemist Castle being captured — the capture ring visible in the lord room
The capture ring activates once the lord is defeated — stand inside to complete the flip.
AttributeValue
Objective TypeCastle (unique)
Base PPT (Tier 1)10 pts/tick
PPT at Tier 335 pts/tick
Inner StructureInner gates, inner walls, Lord room
WaypointUpgradeable — critical for defence
Stonemist Castle lord fight — attacking the Legendary Castle Lord
The Legendary Castle Lord of Stonemist — must be defeated before the castle can be claimed.
WvW objective protected by Righteous Indignation — invulnerable post-capture phase
Righteous Indignation — applied to objective NPCs for 5 minutes after a flip; they cannot be killed and deal bonus damage during this window. See RI explained.

4. Keeps

Keeps are the second-most valuable objectives and serve as the primary defensive anchors for each team. Each map has multiple Keeps; EBG has four (three corner Keeps + Stonemist). Keeps have:

  • An outer wall and outer gates
  • An inner wall and inner gates
  • A Lord room with a champion NPC that must be killed to flip the Keep
  • Upgradeable Waypoints that allow allied respawning
  • Supply depots that store and distribute map supply
A fully fortified WvW Keep gate at Tier 3
A Tier 3 fortified Keep gate — significantly more durable than freshly captured (T1) gates.
WvW Keep upgrade panel showing automatic upgrade progression
Keep upgrade panel — upgrades progress automatically as supply is delivered by dolyaks.
WvW Keep guild claim screen showing tactics and improvements slots
Guild claim panel — claimed objectives unlock tactics and improvements slots for guild upgrades.
Active objective event UI showing Lord HP and supply in depot
The active-event panel inside a contested objective — shows Lord HP and current supply in the depot.

Keep Waypoints

Once a Keep reaches Tier 3 (Fortified), an upgradeable Waypoint becomes available. A built waypoint lets allies port instantly to the Keep — but it switches to contested the moment any wall or gate falls below 98% HP, blocking the port until the contest ends.

WvW uncontested waypoint icon on the map
Uncontested waypoint — clickable, allies can port in instantly.
WvW contested waypoint icon — locked while attacked
Contested waypoint — greyed out while the Keep is under attack.

5. Towers

Towers are smaller than Keeps but still require organised effort to capture. They serve as forward staging points, provide PPT, and — when upgraded — offer waypoints for rapid allied reinforcement. Towers are the most commonly flipped objective type and are central to harassment tactics.

WvW players attacking a tower gate with battering rams
Attacking a tower gate with rams — the standard opening for any tower flip.
WvW players attacking the champion tower lord NPC
Engaging the tower's champion Lord — once defeated and the capture ring is held, the tower flips.
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Tower Waypoints = Tactical Value

An upgraded tower waypoint allows your team to instantly respawn and re-engage after a wipe. This can completely flip the dynamic of defending a nearby Keep. Never neglect tower upgrades.

6. Supply Camps

Supply Camps are relatively easy to capture but strategically vital. They are the source of all supply on the map. Every few minutes, camps dispatch Dolyak caravans to nearby objectives, restoring their supply reserves. Each Dolyak that arrives delivers approximately 10 supply per crate to the destination structure. (Source: GW2 Wiki — Supply Camp.)

Controlling your own camps keeps your Keeps and Towers supplied. Disrupting enemy camps (flipping them or killing their dolyaks) starves their upgrades and siege weapon capacity. See the dedicated Supply mechanic page for cap, costs and dolyak rules.

WvW Supply Camp upgrade panel showing tier progression
Supply Camp upgrade panel — extra dolyaks, stronger guards and improved supply output unlock at higher tiers.
WvW supply depot inside a captured objective
The supply depot inside a captured objective — interact to take supply for siege, repairs and upgrades.
A WvW zerg taking supply from a supply depot
A zerg loading up on supply before pushing to the next objective.
A WvW dolyak caravan carrying supply between objectives
A dolyak caravan en route to deliver supply — intercept enemy dolyaks to starve their objectives.
Dolyak map icon as seen on the WvW minimap
The dolyak icon on the WvW map — track their routes to intercept or escort.
Camp PPT TierPoints/tick
Tier 1 (freshly captured)2
Tier 23
Tier 3 (fully upgraded)4

7. Dolyak Caravans

Dolyaks are supply-carrying pack animals that automatically travel from Supply Camps to nearby objectives on a fixed route and timer. Each dolyak that successfully arrives delivers supply to the objective it is headed to, fuelling upgrades and repairs.

  • Killing an enemy dolyak denies their objective supply — one of the highest-value roaming activities.
  • Escorting your own dolyaks (by killing enemy players trying to intercept them) is rewarded with WvW XP.
  • WvW Abilities allow you to upgrade your dolyak's supply capacity and speed.
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Dolyak Route Timing

Dolyaks depart Supply Camps on a rough 3-minute cycle. Timing your camp flips and roaming routes around these cycles maximises supply disruption.

8. Sentries

Sentries are minor objectives — small guard posts held by a few NPCs. Capturing a Sentry reveals nearby enemies on the minimap for your entire team. This intelligence value is disproportionately high in roaming and havoc contexts. Sentries provide no PPT but their vision advantage can prevent ambushes and reveal enemy rotations.

9. Ruins & Shrines

These secondary objectives provide buffs rather than PPT.

ObjectiveLocationEffect
Ruins of Power (5 total)Eternal BattlegroundsHolding 3+ grants Bloodlust world-wide buff (+50 Power, Toughness, Condition Damage)
Fire ShrineDesert Borderlands+10% damage in Fire zone
Air ShrineDesert Borderlands+15% movement speed in Air zone
Earth ShrineDesert Borderlands-10% incoming damage in Earth zone

10. Objective Tiers

Every objective (except Sentries and Ruins) can be upgraded through three tiers. Higher tiers mean more PPT, stronger NPC guards, more defensive fortifications, and faster automatic upgrades. The map icon for each objective changes with its tier — at a glance you can see how upgraded an enemy structure is.

Supply Camp Tier 0 icon
Camp (T0 / fresh)
Tower Tier 1 icon
Tower (T1 Secured)
Tower Tier 2 icon
Tower (T2 Reinforced)
Keep Tier 3 icon
Keep (T3 Fortified)
Special objective icon
Special objective
TierAlso CalledGuard StrengthUpgrade Unlocked
Tier 1SecuredBasicWaypoint (Towers/Keeps), basic auto-upgrades
Tier 2ReinforcedModerateImproved guards, cannon/mortar upgrades
Tier 3FortifiedStrongMaximum PPT, walls/gates toughened, Superior upgrades

Tiers advance automatically via automatic upgrades fuelled by supply delivered from camps. You do not need to manually spend supply on upgrades — the system handles it as long as camps are feeding the objective.

11. Automatic Upgrades

Each objective has a queue of automatic upgrades that unlock over time as supply is delivered. Key upgrades include:

  • Waypoint (Keeps/Towers) — allows allied respawn inside
  • Cannons & Mortars — stationary siege weapons on walls, powerful vs attackers
  • Guild Upgrades — requires a guild claiming the objective; enables traps, banners, and superior auto-upgrades
  • Emergency Waypoint (Garrisoned objectives) — temporary waypoint during attacks
Upgrades Now Generate War Score (Beta 2)

As of the War Score Beta 2 (May 2025), each tier upgrade generates War Score for your team. A Camp upgraded T0→T3 is worth 60 pts; a Tower is worth 225 pts; a Keep is worth 675 pts. Supplying and defending objectives is now directly rewarded in skirmish scoring. See the Scoring page for the full breakdown.

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Guild Claiming

A guild can claim any allied objective (requires a member with the right guild rank to interact with the claim NPC). Claimed objectives can receive Guild Upgrades — including Hardened Gates, Superior Trebuchet placement, and Presence of the Keep (an aura that weakens enemies inside).

WvW tactivator panel showing tactics installed in a claimed objective
Tactivators — claimed-objective tactics that any allied player can trigger (e.g. Emergency Waypoint, Chilling Fog, Watchtower).

12. Siege Weapons

Siege weapons are player-built devices that serve offensive and defensive roles. They require supply and a Siege Blueprint (dropped from chests or purchased from WvW vendors) to deploy. Each weapon has its own dedicated guide — see the Siege Weapons hub for tactics, placement, and counterplay.

SiegeRoleRangeSupplyNotes
Arrow Cart Area denial / anti-zerg 2,500 30 Up to 25 targets per volley; ineffective vs walls.
Ballista Anti-siege / snipe 3,000 30 High single-target damage; destroys enemy siege.
Catapult Wall & gate damage 4,000 40 Curved arc; can hit over walls.
Trebuchet Long-range wall & gate damage 10,000 60 Extreme range; massive wall damage.
Cannon Direct fire / anti-personnel Long Auto-upgrade Mounted on walls; excellent knockback.
Mortar Indirect area denial ~260 (arc) 10 Fires over walls; good for denying entry points.
Shield Generator Defence — blocks projectiles 3,750 40 Creates a dome that blocks ranged attacks on defenders.
Oil Field Gate defence — area burn Gate top 3 Poured from gate tops; burns enemies below.
Flame Ram Gate destruction 360 (melee) 40 Fastest gate-breaking siege; requires ground access.
Siege Golem Mobile assault / gate-breaking 1,500 125 Pilotable mech; only accepts Swiftness boons.

Supply costs and ranges per the in-game tooltips. Click a weapon name for the dedicated guide with placement, counters, and tactics.

Defensive Wall Siege (Auto-upgrade)

Cannons, Mortars, and Burning Oil are built into Tier 2+ walls and gates as objectives upgrade — they do not need to be placed manually. Defenders can hop onto them to repel attackers.

WvW wall-mounted cannon firing at attackers
Wall-mounted Cannon — high single-target damage with knockback.
WvW wall-mounted mortar firing arcing area shells
Mortar — indirect area-denial fire over walls and gates.
WvW burning oil pot poured from a gate top
Burning Oil — gate-top burn pool that shreds anyone trying to ram the gate.
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Siege Spam Warning

Placing unnecessary siege wastes supply and costs your team. Only build siege when directed by a commander, or when you clearly understand the tactical need. One well-placed Arrow Cart outperforms six randomly built ones.

13. Full PPT Reference Table

ObjectiveTier 1Tier 2Tier 3
Castle (Stonemist)102035
Keep61016
Tower358
Supply Camp234
SentryNo PPT (vision only)
Ruins / ShrineNo PPT (buff only)

Watch Objectives Flip in Real Time

MistIntel tracks every objective on every map and sends you instant alerts when anything flips.

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