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    Last Z State Ruler Guide

    By DXB KING State 511, HQ35, T10 completeUpdated 21 Sep 2026 · 9 min read
    Fortified capital fortress ringed by three turret towers under a tactical HUD overlay
    7 DAYS
    Event length
    12:00
    Capital unlocks
    +50K Points
    Per HQ knockout
    9
    Reward boxes

    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.

    Sun – Fri
    SMTWTF

    Invasion Right Contest

    Your whole state stacks points. Higher score takes invasion rights.

    Saturday
    S

    Capital Clash

    Invader crosses over and goes for the Capital. Loser defends its own.

    ≈ 2 week gap → next event

    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.

    Tactical Intel // Phase 01

    Preparation Phase Points

    Status: Active Acquisition

    These are the state point values straight from the Invasion Right Contest rules panel.

    Alliance Duel: Victory

    MAX 180K
    Non-Tier30,000 PTS
    Silver30,000 PTS
    Gold60,000 PTS
    Diamond180,000 PTS

    Daily Rank #1

    MAX 60K
    Non-Tier10,000 PTS
    Silver10,000 PTS
    Gold20,000 PTS
    Diamond60,000 PTS

    Auxiliary Tactical Operations

    Victory Bonus
    Furylord Victory100K
    Combat Rank
    Arena Champion50K
    Personal Performance
    Furylord Rank 150K
    Logistics
    Preparedness Champ1K
    Raiding
    Truck Plunder100
    Ref. LZ-GDE-PRP-PHASE-B // Verified Core Values
    LastZ.GG Field Guide
    The tier gap is the whole story

    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

    Tactical map showing the Capital in the brown mud zone linked to three turret outposts
    The capital area — the mud zone, the Capital and its three turrets

    Saturday runs to server time in fixed phases:

    Saturday timeline — server time
    1. 00:00 – 00:30
      Sides are decided

      Points are tallied to determine Invaders and Defenders.

    2. 00:30
      Teleport opens

      Invading survivors can teleport to the Defender's State.

    3. 12:00 – 14:00
      Clash phase

      Capital and Turrets exit protection mode — the clash phase begins.

    4. 23:59:59
      Settlement

      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:

    Operational Protocol

    Capital Clash Rules

    The four engagement parameters that decide who walks away with the Capital.

    T1
    T2
    T3
    Capital
    10 slots
    01
    01

    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.

    02
    02

    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.

    03
    03

    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.

    04
    04

    Friendly fire is off

    Field troops from survivors of the same state cannot engage each other.

    Ref. LZ-GDE-CCR-PROTO // Verified Core Values
    LastZ.GG Field Guide

    Personal points: what actually scores

    This is where most players lose value, because the point values are not intuitive.

    Personal point values
    ActionPoints
    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
    Location beats outcome

    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.

    1. 01
      Move 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.

    2. 02
      Enable 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.

    3. 03
      Train 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.

    4. 04
      Stock 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.

    5. 05
      Reinforce 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.

    6. 06
      Hold 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.

    7. 07
      Hunt 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.

    Personal reward boxes
    Total value62,700
    2,550
    Field Cache reward crate
    Box 1
    Field Cache
    Points75,000
    2,550
    Tactical Cache reward crate
    Box 2
    Tactical Cache
    Points125,000
    4,800
    Elite Cache reward crate
    Box 3
    Elite Cache
    Points187,500
    3,850
    Field Cache reward crate
    Box 4
    Field Cache
    Points250,000
    3,850
    Tactical Cache reward crate
    Box 5
    Tactical Cache
    Points312,500
    6,850
    Elite Cache reward crate
    Box 6
    Elite Cache
    Points750,000
    9,650
    Field Cache reward crate
    Box 7
    Field Cache
    Points1,000,000
    12,950
    Tactical Cache reward crate
    Box 8
    Tactical Cache
    Points1,500,000
    15,650
    Elite Cache reward crate
    Box 9
    Elite Cache
    Points2,250,000
    All 9 boxes
    2,250,000 to unlock all62,700 diamonds' worth combined

    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:

    State Winning Streak Reward
    RewardAmount
    Valor Medals10,000
    Diamonds400
    Prime Recruitment Tickets10
    Research Badges1,000
    Wood25.5M
    Food25.5M

    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

    Farming kills outside the capital area

    +11 per kill feels productive and is worth an eighth of losing a single unit where it counts.

    Arriving at midday

    Teleport opens at 00:30. The Capital comes out of protection at 12:00. Turning up at noon means the good positions are gone.

    Ignoring turrets

    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.

    Giving up when the state is losing

    The nine boxes do not care who won. Rewards valued at 62,700 diamonds are on the table regardless of the result.

    Treating Diamond Tier duels as just another prep activity

    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.

    Game content — hero names, building names and event names — belongs to their respective owners. All guide content is written by the community and is not affiliated with the official Last Z: Survival Shooter game or its developers. Data is community-gathered and may not be 100% accurate.

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