Total Players
20
Swordland Showdown
Built for TWP at swordland.defensiveroots.com. This page tracks our Swordland Showdown roster and where each team/player should be.
Commander Notes
Use the three-team split first: City Attackers pressure cities and weak joins, Garrison Leads hold the core structures, and Flex reinforces wherever the fight is swinging.
Total Players
20
City Attackers
0
Garrison Leads
6
Flex
14
Team Role
Hit cities, punish weak joins, and create pressure before building flips.
0 listed
Team Role
Lead rallies and garrisons on the main point structures.
6 listed
Team Role
Reinforce attackers, join rallies, fill garrisons, and clean up Undercellars.
14 listed
Roster
| Player | Team |
|---|---|
| Wampuss | Garrison Leads |
| Gemini | Garrison Leads |
| Toxic | Garrison Leads |
| Malpractice | Garrison Leads |
| Joe | Garrison Leads |
| Sir P | Garrison Leads |
| Saintz | Flex |
| Bruno | Flex |
| Milk | Flex |
| SVT | Flex |
| Santiago | Flex |
| Elmo | Flex |
| Milkman | Flex |
| Destro | Flex |
| Milk Lady | Flex |
| Royal | Flex |
| Little | Flex |
| Oktazaaa | Flex |
| Rexx | Flex |
| Zhou X | Flex |
Scoring
| Objective Type | Alliance First Control | Alliance Hold | Personal First Control | Personal Hold | Notes |
|---|---|---|---|---|---|
| Swordshrine | 9,000 | 1,800 / min | 4,500 | 900 / min | Highest scoring building. Opens later and stays under heavy pressure. |
| Sanctum | 6,000 | 1,200 / min | 3,000 | 600 / min | Core early scoring building. Owning both Sanctums sets the pace. |
| Abbey | 3,000 | 600 / min | 1,500 | 300 / min | Steady income and strong fallback scoring if Sanctums are contested. |
| Bell Tower | 1,200 | 240 / min | 600 | 120 / min | Cuts occupation time in half, which is huge for the opening. |
| Royal Stables | 1,200 | 240 / min | 600 | 120 / min | Cuts free teleport cooldown from 10 minutes to 5 minutes. |
| Hall of Reformation | 1,200 | 240 / min | 600 | 120 / min | Applies a full-team troop buff for stronger rallies and holds. |
| Mercenary Camp | 1,200 | 240 / min | 600 | 120 / min | Lets you launch mercenary pressure onto enemy-held buildings. |
| Undercellars | - | Gather waves | - | Gather waves | Late sweep objective. Safe bonus points when the main fight gets chaotic. |
Objective Map
The map now shows the objective numbers plus the assigned names in small text directly on the map.
Lead: Wampuss
Players: No assigned players yet.
Task: Open here fast so every early capture finishes sooner.
Lead: Sir P
Players: No assigned players yet.
Task: Pick this up if the opener is clean and use it as an early scoring lane.
Lead: Open
Players: No assigned players yet.
Task: Use this to create pressure on enemy-held buildings once the field opens up.
Lead: Malpractice
Players: No assigned players yet.
Task: Lock this down early and hold it through the opener.
Lead: Open
Players: No assigned players yet.
Task: Use this as the fallback hold if the west lane needs another scoring anchor.
Lead: Open
Players: No assigned players yet.
Task: Pressure here late and time the flip when enemy stored points are worth stealing.
Lead: Open
Players: No assigned players yet.
Task: Use this to widen the points lead once the opener settles.
Lead: Gemini
Players: No assigned players yet.
Task: Hold the far Sanctum and keep reinforcements tight.
Lead: Open
Players: No assigned players yet.
Task: Secure the troop buff once the opener is stable.
Lead: Joe
Players: No assigned players yet.
Task: Use this as a steady scoring hold when center is too expensive.
Lead: Toxic
Players: No assigned players yet.
Task: Control this early so rotations stay faster than the enemy.