Guide

Dark War: Survival state migration explained

Migrating is the single biggest decision most Dark War: Survival players make, and it is decided by rules that are only partly visible in game. This is what actually governs a move: the bracket you are allowed into, the identity the game assigns you, whether you need an invite, and the checks that silently block the button.

1. Your migration pool and state type

You cannot migrate anywhere you like. The game announces which states form your pool, and labels each one as a Regular State or a Flourishing State. That label matters because slot allocations differ between the two, so a destination that is realistic for one identity can be closed to another.

2. Migration identity and the score lock

Your migration identity — Commander, Elite, Advanced or Backbone — is derived in game from the historical peak CP of your top three troops. It is a lock, not a live figure: stripping gear or swapping chips after the lock does not move you into a lower band. If you intend to migrate, decide that before you push a power spike. The migration score and tier tables show the thresholds and how many slots each identity gets.

Commander, Elite and Advanced identities need a Presidential Invite from the destination state. Backbone players can migrate without one, subject to the slots that state has available.

3. Find a destination before the window opens

Preview time is research time. Shortlist states and alliances while you can still talk to people, rather than scrambling when the window is live. The Migration Center lists alliances that are actively recruiting, with total power, open spots, language, play style and minimum power written by the recruiter themselves — and you contact them directly.

4. Clear the pre-move checks

The game refuses the move if any of these is unresolved:

  • Shelter below the level migration requires.
  • You are in an alliance-locked state — leave or transfer leadership first.
  • You are in combat, being attacked, or holding a captured target.
  • An active march, rally or gathering is running.
  • A pending alliance help, teleport or protection timer is blocking relocation.
  • The migration items or resources for the move are not in your bag.

Spend anything that is locked to your current state before you leave, and re-confirm with the alliance on the day that the slot is still open.

5. What follows you across

  • Personal Alliance Duel points carry with you — that effort is not lost.
  • Syndicate progress is tied to your account, not your state.
  • Arena re-seeds you into the new state's ladder.
  • State rankings restart for you, and your CP now counts toward the new state.

For the full step-by-step version with the current tier tables, see how migration works.

Frequently asked questions

How does state migration work in Dark War: Survival?
The game announces a migration pool of states you are allowed to move into, and marks each one as a Regular or a Flourishing State. Your migration identity is locked from the historical peak CP of your top three troops. Commander, Elite and Advanced players need a Presidential Invite from the destination; Backbone players can move without one while slots remain. Once a slot is agreed you complete the move in game.
Can I change my migration score before moving?
No. The score is taken from your historical peak combat power on your top three troops, so gear or chip changes made after the lock do not lower it. Any planning that depends on your identity has to happen before the lock.
What is a Presidential Invite?
An invitation issued by the destination state that allows a higher-identity player to migrate in. Commander, Elite and Advanced identities require one; Backbone does not.
What carries over when I migrate?
Personal Alliance Duel points travel with you and Syndicate progress follows your account rather than your state. You are re-seeded into the Arena ladder of the new state, and state-wide rankings restart for you with your CP now counting toward the new state.
Why is migration blocked for me?
The game runs several checks before it lets you move: shelter level, not being in an alliance-locked state, no ongoing combat or captured target, no active march, rally or gathering, no pending alliance help, teleport or protection timer, and the required migration items in your bag.

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