Part of the Events Series:

  • Reservoir Raid Guide: Registration, stages, buildings, and tactics (You Are Here).
  • Alliance Guide Hub: Ranks, help, and why your alliance decides your experience.
  • SvS Guide: The other big recurring war event.
  • Troop Formations Guide: Composition and counters that decide fights.

Quick Answer

Reservoir Raid is a weekly alliance-versus-alliance battle, run on Sundays, where two alliances fight for one hour to collect purified water. Most water at the buzzer wins.

Time slots: 03:00, 12:00, 14:00, 18:00 and 22:00 UTC, so there's a slot that works whatever timezone your alliance sits in.

Requirements: HQ 16 or higher, membership of an alliance before registration closes, and your alliance must be in the state's top 20. R4s and R5s register and pick up to 30 participants plus 10 reservists.

The rule that changes everything: troops don't die. Wounded troops heal automatically at the end. That makes this the single best event in the game for learning to fight, because aggression is close to free.

Overview

Most PvP in this game carries real cost, which makes players cautious, which makes them bad at it. Reservoir Raid removes the cost and keeps the mechanics. It's the one place you can throw marches at problems and find out what happens.

What you'll find is that alliances who treat it as a training ground get better at SvS, and alliances who skip it because "it's only water" stay bad at coordinated fighting. The rewards are decent. The practice is worth more.

Here's the thing that decides matches: it's a map control game, not a combat game. Holding the right buildings for longer beats winning more fights.

Registration

Handled by alliance leadership rather than individually.

  • R4 and R5 register the alliance during the registration window.
  • They select up to 30 participants, plus 10 reservists who can substitute in.
  • Individual members need HQ 16+ to be eligible.
  • The alliance needs to sit in the top 20 of the state.

If you want a slot, make yourself useful and visible before registration closes. Leadership picks people who turn up.

The Map and Its Buildings

The map is a set of capturable structures, each granting water income or a combat buff while your alliance holds it.

Building Effect
Central Reservoir The main objective. Large water income while held.
Munitions Factory +15% troop damage for your alliance and −15% damage from the opposing alliance.
Abandoned Helipad Cuts advanced teleport cooldown by 50%
Solar Power Station Cuts building occupation time by 50%
Dev Compound Lets you send infected waves at the opposing alliance
Water Treatment Centers Water income
Water Processing Plants Water income

Two of these decide matches. Central Reservoir is the biggest water source and the obvious contest point. Munitions Factory is the one alliances undervalue, because a 30-point damage swing across every fight on the map is worth more than most of the water it costs you to go take it.

The support buildings are better than they look. Solar Power Station halves how long captures take, which compounds across an hour of map control, and Abandoned Helipad halves advanced teleport cooldown, which is what lets your rally leads keep repositioning instead of walking. Alliances that take those two early end up simply moving faster than the opposition all match.

Water tanks spawn on a timer at 36, 26 and 16 minutes remaining. Those three moments are the ones to have marches free for, since a tank taken uncontested is a large chunk of water for no fight at all.

[!IMPORTANT] Take the Munitions Factory early and hold it. Alliances that rush Central Reservoir while the enemy quietly holds Munitions spend the rest of the hour losing fights they should win.

The Three Stages

Reservoir Raid is one of several alliance-scored modes. The events index places it against the rest of the calendar.

The hour runs in three phases, with buildings activating progressively.

Stage 1 opens the Water Treatment Centers, Water Processing Plants, Solar Power Stations, and Abandoned Helipads. This is the land-grab phase. Spread out, take cheap objectives, and build an early water lead.

Stage 2 opens the Central Reservoir, Munitions Factory, and Dev Compound. The match turns here. Everything before this was accumulating; this is where the real contest starts.

Stage 3 is the closing phase, where accumulated income compounds and holding beats taking. If you're ahead, defend. If you're behind, you need the Reservoir and you need it now.

Tactics That Work

Assign targets before the match. Leadership should name who goes where in chat beforehand. Thirty people improvising is how alliances lose to worse opponents.

Split early, concentrate late. Stage 1 rewards spreading across cheap objectives. Stage 2 onward rewards mass on the Reservoir and Munitions.

Take Munitions before Reservoir. The buff makes every subsequent fight easier. Reservoir taken without Munitions is Reservoir you won't hold.

Rally rather than solo. Coordinated rallies beat individual marches into a defended structure, every time.

Match the formation to its role. Scout the target and coordinate troop ratios, heroes and reinforcements. Use formation reports to compare frontline survival and damage rather than applying a universal counter triangle.

Reinforce held buildings. Holding is the scoring mechanic. An undefended capture is a temporary one.

Never stop moving. Troops don't die. An idle march is pure waste in the one event where aggression is free.

Be free for the tank spawns. 36, 26 and 16 minutes remaining. Set a mental timer for them.

[!TIP] Because losses heal, throw marches at things you'd never attack in the open world. This is where you learn what your formations actually do against real opponents, and the education carries into SvS where it does cost.

The Talent System

Each match gives you 16 free talent points to spend across three trees: Conquest, Unity and Growth.

They reset per match, which is the important bit. There's no long-term build to protect and no wrong answer you're stuck with, so spend them every single time. Points left unspent are just points you didn't take.

Match the tree to your role in the plan. If leadership has you taking and holding buildings, Conquest and Unity do more for you than Growth does.

[!TIP] The single most common Reservoir Raid mistake is entering the match without spending your 16 points. It's free power, it resets anyway, and a surprising share of participants never open the screen.

Silver Coins and What They Buy

The Reservoir Raid store is worth planning around beyond the match itself.

Mercenary Influence costs 500 silver coins apiece, and it's the material that gates chief badge progression alongside Capital Clash. The store also carries advanced alloy.

That turns weekly Reservoir Raid attendance into badge progress, which is a genuinely good deal for a free account. Badges are worth roughly 332% health and lethality per troop type maxed, and this is one of the two taps that feed them.

Common Mistakes

Sitting on captured buildings doing nothing. Reinforce, then send everything else forward. Fix: leave the minimum to hold, push with the rest.

Ignoring the Munitions Factory. A 15% damage swing in both directions across an entire hour. Fix: take it in stage 2, hold it to the buzzer.

Playing cautiously because you might lose troops. You won't. Fix: attack constantly.

No pre-match assignments. Thirty improvising players lose to twenty coordinated ones. Fix: leadership assigns targets in chat before the start.

Soloing defended structures. Feeding fights you can't win. Fix: wait for the rally.

Not spending your 16 talent points. They're free and they reset every match. Fix: spend them before every single raid.

Ignoring the silver coin store. Mercenary Influence at 500 coins feeds chief badges. Fix: cash out rather than hoarding coins.

Missing registration. The most avoidable failure of all. Fix: be visible before the window closes.

F2P vs Spender

F2P accounts should absolutely push for a slot. Losses are free, the rewards are real, and it's the best combat practice available anywhere in the game. A well-played free account contributes meaningfully here in a way it can't in open-world PvP.

Spending accounts carry the fights over contested structures, but they can't hold seven buildings alone. This event rewards numbers and coordination over individual power more than any other, which is what makes it enjoyable.

FAQ

What is Reservoir Raid in State of Survival? A weekly alliance-versus-alliance event, run on Sundays, where two alliances fight for an hour to collect purified water. Most water wins.

When is Reservoir Raid? Sundays, in time slots at 03:00, 12:00, 14:00, 18:00 and 22:00 UTC.

What are Reservoir Raid talents? A per-match talent system giving you 16 free points across three trees: Conquest, Unity and Growth. They reset every match, so always spend them.

When do the water tanks spawn? At 36, 26 and 16 minutes remaining. Keep a march free for each.

What HQ level do I need for Reservoir Raid? HQ 16 or higher, plus alliance membership before registration closes.

How many players can join Reservoir Raid? Up to 30 participants and 10 reservists, selected by R4s and R5s during registration.

Do troops die in Reservoir Raid? No. Troops don't die inside the map and all wounded troops heal automatically at the end.

What does the Munitions Factory do? Grants your alliance +15% troop damage and reduces incoming damage from the opposing alliance by 15%. The most undervalued objective on the map.

How long does Reservoir Raid last? One hour of battle, split across three stages that progressively unlock buildings.

Does my alliance need to rank highly? Yes, your alliance needs to be in the top 20 of your state to register.

Key Takeaways

  • Weekly on Sundays, one hour, two alliances, most purified water wins. Slots at 03:00, 12:00, 14:00, 18:00 and 22:00 UTC.
  • HQ 16+, alliance membership, and a top-20 alliance in your state.
  • Troops don't die. Wounded troops heal at the end, so aggression is effectively free.
  • Munitions Factory (+15% damage, −15% taken) decides more matches than Central Reservoir does.
  • Stage 1 spread wide, stage 2 mass on Reservoir and Munitions, stage 3 hold what you have.
  • Pre-assign targets in chat. Coordination beats individual power here more than anywhere else.
  • 16 free talent points per match across Conquest, Unity and Growth. They reset each time, so always spend them.
  • Water tanks spawn at 36, 26 and 16 minutes remaining. Have marches free.
  • The store sells Mercenary Influence at 500 silver coins, which feeds chief badge progression.
  • Best combat practice in the game. Use it to learn formations before SvS, where mistakes cost troops.