WvW Scoring, War Score & Victory Points
1. How Scoring Works
WvW uses a layered scoring system. At the most basic level, holding objectives generates Points Per Tick (PPT). PPT accumulates into a Skirmish Score every ~2 hours. Skirmish scores generate Victory Points (VP). VPs at the end of the 7-day match determine whether your world rises or falls in the League Tier ranking.
ArenaNet is actively reworking how WvW score is generated. Beta 2 launched May 1, 2025 and introduced significant changes: action-based scoring now matters far more than passive ticks, objective upgrades generate points for the first time, dolyak delivery points were drastically reduced, and match-end rewards were introduced. Values below reflect Beta 2 numbers which are subject to further tuning. (Source: Official ArenaNet WvW forum post, 2025.)
2. Action-Based Scoring (Beta 2)
Under the new War Score system, actively playing — capturing, defending, repairing, and fighting — generates the majority of skirmish score. Passive holding of objectives still contributes at T3, but at greatly reduced rates.
| Action | War Score (Beta 1) | War Score (Beta 2) | Notes |
|---|---|---|---|
| Destroy Gate | 4 | 6 | Increased — rewards offensive play |
| Repair Gate | 4 | 12 | Tripled — heavily rewards active defence |
| Repair Wall | 4 | 8 | Doubled — rewards active defence |
| Dolyak Delivery | 10 | 2 | Drastically reduced — was over-generating in Beta 1 |
| Guard Kill | 2 | 1 | Reduced; camp supervisor kill now equals guard kill |
| Lord Kill | 8 | 12 | Increased — rewards taking keeps/towers |
| Player Kill | 3 | 3 | Unchanged from July 2024 patch |
Repairing a gate is worth 12 War Score — the same as killing a Keep Lord. Defending actively (repairing damage before gates fall) is now one of the highest-value actions in the game. Don't just stand at spawn when your keep is under attack — grab supply and repair!
3. Objective Upgrade Points (New in Beta 2)
For the first time, upgrading an objective generates War Score for your team. This directly rewards holding, defending, and supplying objectives instead of just flipping and abandoning them.
| Objective | T0 → T1 | T1 → T2 | T2 → T3 |
|---|---|---|---|
| Supply Camp | 15 | 20 | 25 |
| Tower | 50 | 75 | 100 |
| Keep | 150 | 225 | 300 |
| Castle (Stonemist) | 100 | 150 | 200 |
Fully upgrading your Home Keep (T0→T3) now earns 675 War Score for your team on top of the passive tick bonus. Rushing upgrades after reset is now as important for scoring as it is for defence. ArenaNet has indicated these values may increase further in future betas to continue rewarding active defence.
4. Passive T3 Ticks (Legacy PPT / Beta 2)
Objectives still generate passive score ticks, but only T3 objectives generate passive score in Beta 2. T1 and T2 objectives rely entirely on action-based and upgrade points. T3 tick values were significantly reduced from Beta 1 to prevent passive holding from dominating skirmish scores.
| Objective | T3 Passive Tick (Beta 1) | T3 Passive Tick (Beta 2) | Notes |
|---|---|---|---|
| Castle (Stonemist) | 25 | 20 | Reduced but kept meaningful; SMC is under constant pressure |
| Keep | 40 | 15 | Large reduction — was dominating scores in Beta 1 |
| Tower | 15 | 8 | Reduced to incentivise active play over passive holding |
| Supply Camp | 2 | 0 | Removed entirely — camps score via upgrades and dolyaks only |
A T3 Keep still generates 15 passive score per tick — but now a single Keep upgrade to T3 is worth 675 bonus War Score. Upgrading and defending key objectives is far more impactful than simply flipping many low-tier targets.
5. Skirmish Windows
A WvW match is divided into approximately 84 skirmish windows over 7 days (one every ~2 hours, 12 per day). Each skirmish has its own sub-score — the PPT accumulated during that window. At the end of each skirmish, the sub-scores are compared and the winning world earns more Victory Points.
| Skirmish Rank | Victory Points Earned |
|---|---|
| 1st place (highest skirmish score) | +5 VP |
| 2nd place | +4 VP |
| 3rd place | +3 VP |
Notice that all three worlds earn VP every skirmish. There is no zero-sum "loser gets nothing" — even a losing world accumulates VP. The match is decided by which world accumulates the most VP over all 84 skirmishes.
Each skirmish also fills your personal Skirmish Reward Track based on how much WvW XP you earned during the window. These tracks provide the currencies and Skirmish Tickets used for WvW gear progression.
6. Victory Points (VP)
Victory Points are the match-level currency. They accumulate over the entire 7-day period from skirmish results. At the end of the week the world with the most VP wins the match. The VP standings also determine league tier movement (promotion, relegation, or staying in place).
Because all three worlds earn VP every skirmish (5/4/3), a world that consistently finishes 2nd will accumulate 4 × 84 = 336 VP — which is more than enough to win against a world that dominates half the skirmishes but collapses during off-peak hours.
8. Kill & NPC Score
Killing enemies contributes War Score directly to the skirmish total. Player kills remain unchanged at 3 pts. NPC kill values were adjusted in Beta 2 — guard kills dropped to 1 pt, but lord kills rose to 12 pt, making capturing objectives via lord kills far more valuable.
| Kill Type | War Score (Beta 2) | Change |
|---|---|---|
| Player kill | 3 | Unchanged |
| Guard kill | 1 | Reduced from 2 |
| Camp Supervisor kill | 1 | Now equal to guard kill |
| Lord kill (keep/tower) | 12 | Increased from 8 |
9. Score Scaling
Certain scoring actions scale based on how many players are involved. In Beta 1, scaling was based on the number of defending team players. Beta 2 changed this: scaling actions are now affected by the number of enemy players from both enemy teams combined. This better represents real three-way fight situations and ensures defenders get fair scaling credit when outnumbered by multiple opponents.
ArenaNet has noted they want to add extra kill points for the defending team in a future beta — making active defence during an attack even more rewarding. They also plan to refine the zone detection area used for scaling calculations.
10. Match Rewards (New in Beta 2)
For the first time, WvW matches now award end-of-week Match Rewards based on your team's final placement. To qualify, you must reach the Platinum tier of the Skirmish Reward Track (completing Gold tier is sufficient — you do not need to complete Platinum).
| Placement | Exclusive Reward | Additional Rewards |
|---|---|---|
| 🥇 1st Place | Salvaged Dredge Backpack skin | Gold, WvW Skirmish Claim Tickets, reward track progress, WvW cosmetic items |
| 🥈 2nd Place | — | Gold, WvW Skirmish Claim Tickets, reward track progress, WvW cosmetic items |
| 🥉 3rd Place | — | Gold, WvW Skirmish Claim Tickets, reward track progress, WvW cosmetic items |
Collect 3 Salvaged Dredge Backpack skins from first-place finishes and combine them for an upgraded version. The gap between 1st, 2nd, and 3rd place rewards is intentionally small for this first rollout — ArenaNet plans to expand the reward system over future betas.
11. League Tier System
WvW worlds are ranked across multiple tiers (formerly T1–T8 in NA/EU, now more flexible with the Alliance system). At the end of each week, the winning world in a matchup typically earns a chance to play against stronger competition in the following week (promotion), while the losing world risks dropping to easier matchups (relegation).
| Tier Name | Relative Skill Level | Notes |
|---|---|---|
| Diamond / T1 | Highest | Most competitive, largest prime-time populations |
| Platinum / T2 | High | Strong competition; fights are close and long |
| Gold / T3 | Mid-high | Organised guilds begin to matter significantly |
| Silver / T4 | Mid | Balanced matchups; good for learning commanders |
| Bronze / T5–T8 | Lower | Less organised; larger variance in population |
12. Weekly Reset
WvW matches begin and end on a Friday at 18:00 UTC. At reset:
- All objective ownership is cleared — every structure resets to neutral or starting ownership.
- Skirmish Ticket tracks carry over but do not reset mid-track.
- New matchups are announced based on the previous week's VP totals and tier standings.
- Players receive any outstanding weekly rewards.
Friday and Saturday evenings are the busiest WvW periods. All three worlds rush to secure objectives from scratch. This is the best time to experience large organised fights — and the worst time to queue, as maps fill instantly.
13. Scoring Strategy Tips
- Upgrade your Home Keep to T3 immediately after reset. Fully upgrading it earns 675 War Score and makes it almost impenetrable — the best single investment your team can make at reset.
- Repair actively, don't just guard. Repairing a gate is worth 12 War Score — equal to killing a Keep Lord. Even a small team repairing under fire generates huge score for your side.
- Stop camping dolyaks for score. Beta 2 reduced dolyak delivery points from 10 to 2. Killing them still denies enemy supply, but the scoring return is no longer the primary reason to chase them.
- Prioritise Lord kills over guard farming. Lord kills are worth 12 pts; guard kills are worth only 1. Focus kills on lords and enemy players for maximum score efficiency.
- Reach Platinum on the Skirmish Reward Track. This is the new qualification threshold for end-of-week Match Rewards. Don't quit after hitting Gold — push through to Platinum to claim your weekly match prize.
- Rotate through off-peak skirmishes. Even small teams of 5–10 players repairing and holding objectives can swing skirmish results when the enemy is offline.
- These values are beta. ArenaNet is actively tuning numbers between betas. Check the official WvW forum and this page for updates before each match week.
Live PPT & Score Projections
MistIntel calculates your world's current PPT, projected skirmish score, and VP trend — all in real time.
Open MistIntel →