The first time I loaded into Season 6, I genuinely thought something had broken. Cities I attacked weren't getting captured, they were just gone. No flag flip, no "we'll take it back next week." Just gone, permanently, for the rest of the season. That's when it hit me that Shadow Rainforest wasn't a reskin of Season 5 with a new coat of paint. It's a completely different war. Last War: Survival rebuilt the entire endgame around factions this time around, and if you walked in expecting the same server-vs-server grind from previous seasons, you're going to have a rough first week. If you're gearing up for this kind of long faction war and want to keep your resources stocked without burning real cash on the in-game store, LootBar is genuinely the best deal I've found for Last War top-ups. Better rates, fast delivery, and it's saved me a decent chunk over the season already.
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Season 6 Faction Overview
Season 6 splits 8 servers into two factions of 4, called Deepwood and Wetland, and the two factions fight across a Mega Map made up of 8 Warzones plus a neutral Central Area controlled by the Great River Clan. The Deepwood and Wetland Clans are long-standing rivals, and every warzone in Season 6 fights under one of these two banners. Instead of one alliance carrying the whole fight like in past seasons, your entire faction's combined Influence Points decide who wins. That means a single mega-whale server can't single-handedly drag a faction to victory anymore. Coordination across alliances, even ones you've never talked to before, is what actually moves the needle.
This guide breaks down exactly how the Factions system works: how Deepwood and Wetland get assigned, what permanent city destruction actually means for your strategy, how Alliance Pacts let separate alliances cooperate, and why Faction Technology might be the single most important system to understand if your faction wants to come out on top. None of this is the same playbook you used in Season 4 or 5, so let's get into what's actually different.
Deepwood vs Wetland: How Factions Are Formed
Season 6 takes place on a Mega Map with three clans in the lore: the Deepwood Clan, the Wetland Clan, and the neutral Great River Clan that controls the contested center. For gameplay purposes, every server gets assigned to either Deepwood or Wetland, and that assignment sticks for the entire season.
The actual formation happens during the first week of the pre-season. The 8 servers get split into two groups of 4 to form a 4v4 setup, with the two strongest servers becoming the faction leaders. The rest of the servers get assigned automatically around them. At the end of that first week, a coin toss between the two faction leaders decides which group becomes Deepwood and which becomes Wetland.
- Deepwood Clan
One of the two warring factions. Server assignment is locked in during pre-season and stays fixed for the whole season. Fights for territory and Influence Points across the Mega Map. - Wetland Clan
The opposing faction. Same structure as Deepwood, four servers strong, competing for the same Influence Points pool and contested center control.
The matchmaking inside each faction isn't random either. Based on how servers performed early on, the top server from each faction typically gets placed directly against the third-strongest server from the opposing faction along the border. The number 2 and number 4 servers face their counterparts on the other side. This matters a lot because the matchup between the strongest servers on each side tends to decide whether your faction can punch through to the enemy capitals or whether you'll be playing defense the entire season.
Permanent City Destruction Changes Everything
This is the single biggest mechanical shift in Season 6, and it's worth slowing down to actually understand it. In every previous season, capturing a city meant flipping ownership. The losing side could regroup and try to take it back later. Season 6 throws that model out entirely. When you attack an enemy faction's city and push it to 100% progress, that city is destroyed. Permanently. It does not come back for the rest of the season.
That single change rewires how you should think about every attack. There's no "we'll get it back" mentality anymore. Every destroyed city is a one-way decision, which means random aggression without a plan can actually hurt your own faction's positioning if you destroy something that should've stayed intact as a forward base.
How Influence Points Actually Work Now
Your main scoring goal is still Influence Points, but how you earn them has shifted. You capture cities in your own warzone using the standard mechanic, and separately, you can push into enemy faction servers and destroy their cities for additional points. Destroyed cities still count toward your faction's total Influence Points, so destruction isn't just a defensive tool, it's an offensive scoring strategy too.
Destroy with intent, not randomly. Target cities that cut off enemy supply lines or open a direct path toward their capitals. Wiping out everything in sight without a plan can leave your faction with worse map positioning even while racking up points.
Capitals Are the Real Prize
The top-tier faction rewards have a brutal requirement: your faction needs to lead in Influence Points AND destroy 3 enemy capitals while losing 0 of your own. That's a genuinely steep bar. It means you can't play pure offense all season. You need coordinated defense across all 4 servers in your faction at the same time you're pushing destruction on the enemy side. Lose even one of your own capitals and you're suddenly chasing a 4-capital gap instead of building a 3-capital lead, which is a massive swing in the wrong direction.
Alliance Pacts: How Separate Alliances Cooperate
An Alliance Pact (also called "Form Pact") is a formal cooperation agreement between two alliances within the same faction. It's the mechanism that takes cooperation beyond just passively existing near each other into actual joint operations: shared territory, mutual defense, and coordinated reinforcement. Without it, faction-wide strategy stays theoretical instead of something you can actually execute.
Before two alliances can form a Pact, a specific set of conditions has to be met. Both alliances need to be in the same season grouping and same faction, and they need at least one mutually adjacent territory, called a Handshake Point, where both alliances' land borders actually touch. Neither side can be on an active Pact cooldown, and pacts can't be initiated on Wednesday or Saturday since those are War Declaration Days. Only the Alliance Leader or Recruiter can start the process, and both sides need to confirm before it goes through. Each alliance can only hold one Pact at a time.
Here's why this matters in practice. If your faction's number 3 server is getting overwhelmed by the enemy's number 1 server, your alliance can't just walk over and help unless you've got a Pact in place with a valid Handshake Point that lets you move through that territory. Without it, you're stuck watching your own faction lose ground because of a structural limitation, not a lack of willingness to help.
- Territory Access
Your ally's Alliance Lands count as adjacent territory once the pact is active, letting you advance through their land to reach contested zones faster. - Defense Support
Reinforce allied cities, outposts, and even the Capitol directly, with a march speed bonus that kicks in specifically for reinforcement marches. - Shared Intel
Gain visibility into your ally's city garrison info, a Friendly Alliance Pin on the map, and a combined chat for both alliances.
What Happens If You Lose the Handshake Point
The Handshake Point is the foundation the whole Pact relies on. If that mutually adjacent territory gets captured by an enemy alliance, the Pact is invalidated immediately, no warning, no grace period. The good news is that losing it this way doesn't trigger the Pact cooldown, so both alliances are free to form a new Pact again as soon as the adjacency condition is met. Compare that to forming a Pact successfully, which locks both sides into a 3-day cooldown before a new one can be made. Either side can cancel a Pact voluntarily at any time without triggering that cooldown either, so the penalty is specifically tied to actually forming one, not to losing or ending one.
When alliances in a Pact work together to capture a city or Stronghold, the progress is combined into a single total rather than running as two separate bars. So if your ally already pushed a target to 25%, your combined effort keeps climbing from there. Each alliance still tracks its own individual contribution, and whichever alliance contributed more ends up with ownership once the capture hits 100%. There's no friendly fire between Pact allies during this, whether you're reinforcing or capturing jointly.
Faction Technology: The System That Decides the Season
Faction Technology is what decides who wins Season 6. Every player in your faction can donate resources to unlock tech buffs that apply to everyone in the faction automatically once the donation threshold is hit. No extra action needed once the requirement is met, the buff just activates for the whole faction.
The alliance leader with the highest Influence Points typically recommends which tech to prioritize, and it's genuinely worth listening to them instead of donating randomly. Faction Tech works as a feedback loop: fighting well earns Influence Points, which unlocks stronger buffs, which then makes fighting even more effective. Based on how things have played out so far, here's the priority order worth following:
- Influence Points & Faction Buff Linkage
Tech that increases how many Influence Points you earn from capturing and destroying cities. This is your primary scoring mechanic in Season 6, so it should be the first thing your faction rallies around. - Pact-Related Abilities (Borrow Territory)
Strengthens what your Alliance Pacts can actually do, including movement through partner territory. If your faction wants its weaker servers to get help from the stronger ones, this tech is what makes that cooperation effective. - Defense Support Speed Up
Speeds up reinforcement march times for allied cities. Faster defense response across multiple servers is a direct counter to the permanent city destruction mechanic, since every second matters when a city is under threat.
There's also a passive bonus baked into Faction Tech called War Spoils, which gives your faction a steady Rainforest Mushroom income based on cities your faction owns. Every city generates mushrooms per hour, and the income scales with city level, so holding territory pays off passively even outside of active combat. Donating consistently does add up fast though, and if you want to keep your resource pool stocked without grinding for every last bit, LootBar is the most reliable place I've found to top up for Last War.
The Great River and Altar Control
Forget how center control worked in previous seasons. In Season 6, the central zone is held by the neutral Great River Clan, and it's packed with Altars, a brand-new building type. The biggest change here: Altars don't require adjacent land to capture, unlike regular cities and outposts. Each Altar tier grants a different buff and unlocks a powerful Alliance Skill once your faction holds it.
| Level | Altar Name | Buff | Alliance Skill |
| Level 0 | Faction Skill Activated | Frog's Gift | Small Alliance Gift |
| Level 1 | Snake Altar | Snake Barrier | Reinforced Structures |
| Level 2 | Echo Altar | Night Army | Mummy Army Summon |
| Level 3 | Gust Altar | Serpent Breath | Warlord Missile |
| Level 4 | Feather Altar | Thunder Feathers | Tesla Coil |
| Level 5 | Treehaven Altar | Tranquil Rewind | Refresh |
High-power alliances treat Level 4 and Level 5 Altars as must-win territory, since those buffs translate directly into battlefield advantages like Tesla Coil and Refresh. If your faction controls the top-tier Altars, you're effectively controlling the tempo of the entire war. It's worth coordinating with your faction early on which alliances are pushing for Altar control so you're not splitting effort across multiple uncoordinated attempts. There's also a holding limit on how many Altars a single alliance can control at once, so spreading control across multiple alliances in your faction tends to work better than one alliance trying to grab everything.
Faction Levels and the Comeback Mechanic
Beyond individual Altars and city captures, your faction's overall standing is tracked through Faction Levels. Every Influence Point you earn from capturing or destroying cities feeds into your faction's collective level, and each level up unlocks progressively stronger faction-wide buffs. This is on top of whatever Faction Technology your alliance has researched, so the two systems stack together.
The system that makes Season 6 actually competitive rather than a snowball into one faction dominating everything is called Warzone Countermeasure, nicknamed "United As One." If a specific Warzone falls noticeably behind the rest of its faction, that Warzone automatically gains additional buffs to help it counterattack. It's an anti-snowball mechanic, and it means even if your server starts the season weak, you're not just going to get steamrolled for the entire 49 to 90 day stretch. There's a built-in comeback path baked into the system itself.
Conclusion
Season 6 turned Last War: Survival into a genuinely different game at the endgame level. Permanent city destruction means every attack carries real weight, Alliance Pacts make cross-alliance cooperation a structural necessity rather than a nice-to-have, and Faction Technology ties your entire faction's success to how consistently everyone donates and coordinates. The Warzone Countermeasure system also means a slow start doesn't have to be a death sentence, so don't write off your faction too early. Whether your faction wins or loses this season comes down less to which alliance has the most whales and more to how well Deepwood or Wetland operates as a coordinated unit across all 4 servers. Get your Alliance Pacts sorted early, prioritize the right Faction Tech, and don't underestimate how much Altar control can swing a fight. If you want to keep pace with the resource demands of a full faction war, topping up through LootBar is consistently the most cost-effective option I've used for Last War Top Up. Better rates, fast delivery, and it works directly in-game.














