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Splitting is a tactic used in Guild versus Guild matches. When splitting, the guild operates two or more geographically separate groups (usually consisting of four players each, though other splits are possible), instead of keeping the entire team as one group of eight. One of the split groups, usually called the gank team, goes to the enemy base by the indirect route (i.e., the route that doesn't pass through the flag stand) and attempts to eliminate the enemy NPCs, including the bodyguards. The second split team, usually called the flag team, tries to maintain control of the flag stand. The composition of the gank and flag teams has varied considerably over time. Many top guilds these days run builds that can be split in multiple ways depending on the enemy's tactics. The optional third team, normally comprised of one to two people, will man one of the catapults on the map and attempt to punish the enemy team for passing through the courtyards.

Splitting forces the opponent to either split as well, or to choose between fighting for the Flag stand or their guild hall. Enemy teams without experience splitting will be disadvantaged. Choosing not to split and defending the guild hall will likely result in enemy morale bonuses, while choosing to fight for the flag stand may result in NPCs and ultimately the Guild Lord being killed in the guild hall. Good split teams outmaneuver opponents and fight many small, quick battles with overwhelming odds. Split team requires more coordination. There's a distinct possibility of losing the flag stand for a prolonged period of time (which might not be worth it if there's not enough damage done to the enemy Guild Hall). There's also the strong possibility of one group being killed by the full enemy team.

Some Guild Halls favor splitting tactics, while others make it difficult to split (notably the Burning Isle).