Last Z State Ruler Guide

Every number on this page is taken directly from the in-game rules panel and verified in State 511. Last checked August 2026.
State Ruler is the biggest event in Last Z: Survival Shooter, and most of what is written about it online is wrong. Guides currently ranking for this topic quote preparation point values that do not match the game. This guide is built from the actual rules screens. Where a number appears below, it came from the game.
How the event is structured
State Ruler does not run every week. When it does run, the event fills a single Sunday-to-Saturday week split into two halves that reward completely different behaviour, and once that Saturday concludes there is roughly a two-week gap before the next event begins.
Invasion Right Contest
Your whole state stacks points. Higher score takes invasion rights.
Capital Clash
Invader crosses over and goes for the Capital. Loser defends its own.
Sunday to Friday — the Invasion Right Contest. Your whole state accumulates points. The state with the higher score gains invasion rights.
Saturday — Capital Clash. The Invader may enter the enemy state and attempt to seize its Capital. The lower-scoring state defends its own Capital.
Four states are drawn into each bracket. The state that wins Capital Clash advances to the next round of State Duel, where it meets the winner of another battle until a champion is decided. Advancing states can claim victory rewards.
Most published guides describe this as a two-week or biweekly event. That does not match how it actually runs — the event itself is one week long, and the gap between events is about two weeks.
That Sunday-to-Friday half decides more than most players realise. It is not just a points race — it determines whether you spend Saturday attacking on your terms or reacting on someone else's.
SvS, State Duel and State Ruler are the same event
Players and community sites use several names for this event and every one of them points at the same thing. SvS, State vs State, State Duel and State Ruler are interchangeable in conversation, even though the game itself only uses the last two.
The in-game rules panel splits the week into two named phases: the Sunday-to-Friday half is the Invasion Right Contest, and Saturday's battle is Capital Clash. A state that wins Capital Clash advances to the next round of State Duel.
So if someone in your alliance chat is talking about SvS, or a guide is titled State vs State, they mean this event. There is no separate SvS event to prepare for.
Preparation Phase Points
These are the state point values straight from the Invasion Right Contest rules panel.
Alliance Duel: Victory
MAX 180KDaily Rank #1
MAX 60KAuxiliary Tactical Operations
A Diamond Tier Alliance Duel victory is worth 180,000 state points. The same victory at Silver or Non-Tier is worth 30,000 — one sixth as much. A single Diamond Tier duel win outweighs the Furylord state contest, the Arena champion and the Furylord personal damage lead combined.
If your state has alliances sitting in Diamond Tier, their duel results are the single biggest lever you have. Everything else is rounding by comparison.
Truck plundering at 100 points looks trivial next to those figures, and individually it is. Its value is that anyone can do it, repeatedly, with no coordination required.
Saturday: the Capital Clash timeline

Saturday runs to server time in fixed phases:
- 00:00 – 00:30Sides are decided
Points are tallied to determine Invaders and Defenders.
- 00:30Teleport opens
Invading survivors can teleport to the Defender's State.
- 12:00 – 14:00Clash phase
Capital and Turrets exit protection mode — the clash phase begins.
- 23:59:59Settlement
Cross-State Enemy Buster ends, ranking rewards settle.
Two things follow from this that catch people out.
Invaders get roughly eleven and a half hours to position between teleport opening at 00:30 and the Capital coming out of protection at 12:00. Arriving at midday means arriving late.
The clash phase lasts up to 2 hours. If neither side reaches 100% capture progress in that window, the side with the higher progress wins. Once the Capital is fully captured by one side, Capital Clash concludes immediately and the capturing state advances.
Capital Clash rules that decide matches
Four mechanics from the rules panel matter more than anything else:
Capital Clash Rules
The four engagement parameters that decide who walks away with the Capital.
Garrison cap of 10
The Capital and each Turret can hold up to 10 garrisoned troops at the same time. Position is limited — the fight is about who occupies those slots, not who has the biggest army.
Doubled HQ damage in the capital area
Within the capital area, damage to other survivors' Headquarters durability is doubled. Fighting near the Capital is worth twice as much as identical fighting anywhere else.
Turrets bleed the Capital
A captured Turret automatically attacks the enemy-held Capital at intervals, eliminating 1% of the current garrisoned troops each time. Holding turrets is continuous, automatic attrition on whoever holds the Capital.
Friendly fire is off
Field troops from survivors of the same state cannot engage each other.
Personal points: what actually scores
This is where most players lose value, because the point values are not intuitive.
| Action | Points |
|---|---|
| Knock out an enemy HQ within the Capital or Lv.6 City area | +50,000 |
| Kill Lv.10 enemy units in Capital or Turret | +99 |
| Lose 1 Lv.10 unit fighting enemy survivors in the Capital area | +90 |
| Kill 1 Lv.10 enemy unit within the Capital area | +49 |
| Troops stationed at Capital or Turrets, by deployment duration | +25 |
| Kill 1 Lv.10 enemy unit (anywhere) | +11 |
| Decrease enemy HQ durability by 1 | +10 |
| Each Lv.10 unit killed by a turret you are stationed at | +3 |
Losing a unit inside the capital area scores +90. Killing one outside it scores +11. Dying in the right place is worth more than eight kills in the wrong place.
That single fact rewrites how you should play Saturday. Location beats outcome. A player who throws troops into the capital area and loses them is out-scoring a player farming easy kills across the map — by a wide margin.
And the HQ knockout at +50,000 dwarfs everything. That is two-thirds of the first reward box from one action.
The three ways to score, ranked
1. Attack enemy headquarters. By far the fastest points in the event. A knockout inside the Capital or a Lv.6 City area pays 50,000, and every point of HQ durability you remove pays 10 along the way — doubled inside the capital area.
2. Capture and hold the Capital and its three Turrets. This one compounds. You score while stationed, you score when the enemy comes to take it back, and every turret you hold chews 1% of their Capital garrison on a timer. Taking a turret is not one action — it is a points engine that keeps running.
3. TvT — tank-on-tank attacks. Slower than the first two, but reliable, and available when the capital area is too contested to enter.
Preparing for Saturday
Most of the Saturday result is decided before the Capital leaves protection. The players who score heavily are the ones who arrived set up.
- 01Move your HQ into the brown dirt zone
Do it before the event. Being inside the capital area is where the doubled HQ damage and the high-value point actions live — turning up parked on the far side of the map costs you the whole morning.
- 02Enable Engage Offline
It lets your troops join alliance rallies while you are away from the game, and on a day that runs from 00:30 to late evening, nobody is at the screen for all of it.
- 03Train troops to maximum and bank speed-ups
Losses in the capital area score points, so troops are ammunition rather than something to protect. Go in with a full barracks and the speed-ups to rebuild mid-event.
- 04Stock healing items, teleports and resources beforehand
Running out of heals mid-clash takes you out of the fight at the exact point the fighting is worth the most.
- 05Reinforce as many allies as you can when the event opens
Troops sitting in allied bases are troops in position, and the first alliance to reach the Capital sets the tempo for the whole clash — whoever gets there first makes everyone else react.
- 06Hold a burst of Capital rally actions for the final minutes
Capture progress at the buzzer decides matches that never reach 100%, and a coordinated late push is worth more than the same actions spread across two hours.
- 07Hunt the lower-power enemy headquarters
The 50,000 points are identical whoever you take down, so there is no reward for picking the hardest target on the map.
The shield strategy: scoring without fighting
Not everyone wants to put their base in the firing line, and there is a legitimate way to score without doing so.
Keep your HQ outside the capital mud, run a shield, and contribute purely by reinforcing the Capital or a Turret. Your troops earn from deployment duration, from kills the turret makes while they are stationed, and from the fighting when the enemy comes to retake the position — while your base itself stays out of reach behind a shield.
It scores slower than attacking headquarters. But it is consistent, it carries no risk to your own base, and it puts troops in exactly the slots that decide the match. For players who do not want the exposure of a full SvS weekend, this is the sensible way in.
All 9 reward boxes
Personal reward boxes depend only on your own points. Your state's result does not affect them.
One thing worth clearing up, because it confuses a lot of players: the diamond figure shown on each box is the game's valuation of what is inside it — not a payout of diamonds. Hitting 75,000 points opens box 1 and gives you its contents, which the game rates as worth 2,550 diamonds. You are not receiving 2,550 diamonds.









Two things worth noticing.
The first box is cheap. 75,000 points is a single HQ knockout plus a few hundred capital-area kills. Any player who shows up can clear it.
The back half is where the value is. Boxes 7, 8 and 9 are rated at 38,250 diamonds between them — more than the first six boxes combined. If you are close to 1,000,000 points, pushing on returns far more than the effort suggests.
The winning streak reward
Beyond the nine personal boxes, players on the winning state can claim the State Winning Streak Reward — but only if they score more than 50,000 personal points.
It contains:
| Reward | Amount |
|---|---|
| Valor Medals | 10,000 |
| Diamonds | 400 |
| Prime Recruitment Tickets | 10 |
| Research Badges | 1,000 |
| Wood | 25.5M |
| Food | 25.5M |
That is on top of everything the nine boxes give you.
10,000 Valor Medals in one claim is the headline. Valor Medals are the main realistic route to orange equipment through the Black Market, and a single winning Saturday delivers more than most players accumulate in a fortnight of anything else.
The reason that matters: the jump from purple to orange gear is one of the biggest power swings available in PvP, and it compounds. Every cycle you cash medals into another orange piece, you hit harder in the next Capital Clash, which makes the next haul of medals easier to earn. That loop is why chasing Valor Medals is worth building a Saturday around.
The 1,000 research badges matter more than they look, too. If you are working towards T10, that is a direct contribution to a 1,488,100-badge total — small on its own, but it arrives every winning cycle.
Note the threshold: 50,000 points. That is deliberately set low enough that any participating player clears it, and high enough to exclude anyone who did nothing. One HQ knockout inside the capital area pays exactly that on its own. If your state is winning, this is the number to make sure you hit.
What most players get wrong
+11 per kill feels productive and is worth an eighth of losing a single unit where it counts.
Teleport opens at 00:30. The Capital comes out of protection at 12:00. Turning up at noon means the good positions are gone.
A turret is not a lesser objective than the Capital. It is a machine that removes 1% of the enemy Capital garrison on a timer, for free, for as long as you hold it.
The nine boxes do not care who won. Rewards valued at 62,700 diamonds are on the table regardless of the result.
They are worth 180,000 state points. They are the prep phase.
Frequently asked questions
How does a state become the Invader?
By scoring more state points than the matched state between Sunday and Friday.
How long does Capital Clash last?
Up to 2 hours after the Capital exits protection mode at 12:00 server time. If nobody reaches 100% capture, the side with higher progress wins.
Do I still get rewards if my state loses?
Yes. All nine personal boxes depend only on your own points, and their combined contents are valued at 62,700 diamonds. Only the State Winning Streak Reward requires your state to win.
What is the fastest way to score points?
Knocking out enemy headquarters inside the Capital or a Lv.6 City area, at 50,000 points each.
How many troops fit in the Capital?
The Capital and each Turret hold up to 10 garrisoned troops at a time.
Can I score without putting my base at risk?
Yes. Keep your HQ outside the capital mud, shield it, and reinforce the Capital or turrets. You score from deployment time, turret kills and defensive fighting.
Verified in State 511 in August 2026. Game data changes between updates — if a value here no longer matches your rules panel, tell us through the contact page and it will be corrected.
