Whiteout Survival State Transfer: Rules & Power Lowering Tricks
There is no publicly available exact mathematical formula for Transfer Passes—it's calculated in real-time based on game data, with amounts ranging from 1 to 50 passes. The number of passes required depends on two core factors: your Transfer Score and the target state's Transfer Rating (the higher your score relative to the top players in the target state, the more passes you need).
Your Transfer Score (Exact Composition)
- 1. Transfer Score = Furnace Level + Chief Gear & Chief Charms + Hero Power (Base) + Hero Gear Power + Pet Power + Expert Power.
- 2. Troop Power does NOT count towards the Transfer Pass calculation (since troops can be hidden or dismissed at any time), but it DOES count towards the total Power Cap.
- 3. ⚠️ Core Mechanism: The system takes a "data snapshot" before the event officially starts. All power-lowering operations must be completed before this snapshot!
| Composition | Can It Be Temporarily Lowered? |
|---|---|
| Furnace Level | No |
| Chief Gear & Chief Charms | No (Cannot be unequipped or reset) |
| Hero Power (Base) | Yes (Only BEFORE the snapshot, by resetting heroes to Lv.1 and removing them from the Drill Camp) |
| Hero Gear Power | Yes (Only BEFORE the snapshot, by unequipping or downgrading gear) |
| Pet Power | No |
| Expert Power | No |
| Troop Power | Doesn't count for pass score, but affects whether you hit the Power Cap |
Q & A:
Can I affect my transfer score and power by unequipping gear and dismissing troops?
It depends on the timing: [Before the event officially starts], resetting hero levels and hero gear can effectively lower your total power, helping you squeeze under the target state's Power Cap and potentially saving 1-2 Transfer Passes. However, [once the event starts], the data is locked by the system snapshot, and any unequipping or dismissing actions will be invalid.
Target State's Transfer Rating
- 1. Exact value: The sum of the Transfer Scores of the top 100 active chiefs in that state.
- 2. States are grouped; the top ~20% become Leading States (stricter limits, lower caps, higher pass costs).
- 3. The ratio of your score to the state's rating determines the number of passes (higher ratio = more passes needed).
Transfer Pass Cost Estimation
| Player Type | Typical Passes | Example Scenarios |
|---|---|---|
| Low-Level (F26-F30) | 1-3 | New/low-power moving to ordinary states |
| F2P/Regular | 6-16 | Most common range |
| Mid-Spenders | 20-30 | Core power tier |
| Whales/Top Players | 40-50 | High power moving to Leading States |
How to Acquire Transfer Passes
- 1. Alliance Shop: 150k Alliance Tokens = 1 Pass (Refreshes weekly; core acquisition method for F2P players).
- 2. Packs: Resets monthly. Buying all packs yields about 85 passes in total.
| Price(USD) | Rewards | Limit | Pack Value Ratio |
| $5 | 1 | 0.20 | |
| $10 | 1 | 0.20 | |
| $20 | 1 | 0.15 | |
| $50 | 1 | 0.08 | |
| $100 | 15 | 0.05 |
Key Requirements & Phase Tips
| Requirement | Details |
|---|---|
| Min Furnace Level | F26 (Usually max requirement is F30) |
| Cooldown | >30 days since last transfer (Only 1 transfer per event) |
| Accounts per State | Max 4 characters per state |
| Matching Mechanism | Same Hero Generation / Same Fire Crystal Era / Similar server age |
| Pre-Transfer Status | Must leave alliance, no combat/scout status in city, total power under target state's cap (otherwise requires Special Invite) |
| Event Phases | Pre-Transfer (3 days) + Invite Phase (2 days) + Open Transfer (2 days). Usually occurs every 4-6 weeks. |
| State Quotas | Leading States: 30 total (20 Invites + 10 Open); Ordinary States: 55 total (35 Invites + 20 Open) |
Advanced Tips
- 1. Whether you plan to transfer or not, it is highly recommended to buy the limited Transfer Pass in the Alliance Shop every week just in case.
- 2. Resources exceeding your Storehouse protection limit will be lost upon transfer. Consume them or convert them to backpack items in advance.
- 3. Lowering Power: Resetting heroes and gear before the event starts might save you a pass, but its primary purpose is to dodge the target state's "Power Cap", saving you the trouble of needing a "Special Invite".
- 4. Special Invites: Ordinary states get a max of 3 per month to pull in top players, ignoring the Power Cap. Leading States cannot issue Special Invites.
- 5. Estimation Formula: If you don't know how many passes to prepare, a rough estimate is "1 Transfer Pass per 20M actual power". It is better to have more than less.
