Explanation of the GvG Tiebreak Mechanic and how to successfully play a match that goes to 28 minutes.

Tiebreak Mechanics

If no guild lord has been slain until 28:00 the match is decided by the tiebreak mechanic usually referred to as Lord Damage. The guild which has a better lord damage value wins the match, but other than the name implies it's not just about damage dealt to the lord, as it involves punishment for a couple of defensive strategies.

Dealing Damage to the Lord in General
  • The effective damage per second you can deal to the guild lord is limited. Whenever the threshold for damage per second is exceeded the guild lord will automatically be healed for the offset.
    • In the beginning of the match the effective damage per second is limited to 25 and reaches its peak of 300 at the mark of 12:00. The sooner in the match you reach the guild lord, the longer it will take to kill him.
    • However, even when the damage is automatically healed, it still counts for Lord Damage.
    • The health pool of the guild lord is 1680HP initially. Every morale boost will permanently increase the health pool by 300HP.
  • The guild lord only takes damage if the number of attackers in the pit is equal to or greater than the number of surviving pit NPCs.
    • Pit NPCs are: 2 Knights, 2 Pit Archers, 1 Bodyguard
    • You can still deal damage to the lord if he receives more than one damage package per second. This means that a solo split character can deal a low amount of lord damage through the full pit if it features damage compression, such as hitting the guild lord at the same moment as using Mirage Cloak. When attacking the guild lord with multiple characters it means that one damage package per second is negated completely.
Increasing the Lord Damage Value
  • Hitting the guild lord with damage, see above.
  • If your attack on the guild lord is blocked or misses it counts as dealing 50 damage.
    • If a Zurrie Dervish hits the guild lord and a defending monk protects him with Guardian, the blocked attacks will sum up to an enormeous amount of lord damage very quickly. Likewise, a Blinding Surge elementalist may stop the dervish from killing NPCs but at the cost of likely losing the match because the dervish deals a lot of lord damage by missing attacks on the guild lord.
    • If you're in the opposing pit and got hit by blindness, Blurred Vision or similar effects or see that the opposing team used Protector's Defense next to the guild lord, immediately start throwing spears at the opposing guild lord to improve your lord damage value drastically.
  • Using an enchantment or a weapon spell on your guild lord counts as though the opponent dealt 50 damage.
    • Avoid using enchantments on the guild lord if possible. Heal with Healing Burst, not Patient Spirit.
    • Don't be afraid of protecting the guild lord if it's else unavoidable that the opponent will slay him.
    • It can be worthwhile to use few protective enchantments on the guild lord. Shield of Absorption against a full team of foes hitting the guild lord is going to help your team win the match. A well-placed Stone Sheath or Resilient Weapon can have the same effect. When playing against foes with enchantment removal, it's even worth it covering such an enchantment.
  • Health drain (including vampiric weapons) and degeneration do not count towards lord damage.
    • Characters based on degeneration, such as rangers and blood necromancers, are not good at dealing lord damage.
    • The ideal martial weapon for dealing lord damage is sundering.
Implications of the Bodyguard
  • The bodyguard heals the guild lord for roughly 133 health points per second.
  • While the bodyguard is alive a single healer can easily keep the guild lord alive with pure healing due to the damage to the lord being capped at a maximum of 300 per second.
  • If the bodyguard has been killed monks will likely have to use protection prayers on the guild lord to keep it alive.
    • With three damage dealers focusing the guild lord against two monks you may not slay the lord, but deal devastating amounts of lord damage due to the combination of raw damage and the opponent having to use a lot of enchantments on the guild lord.
  • Killing the bodyguard is not required for winning the lord damage race, but it does help a fair chunk. If you can't kill the bodyguard quickly, simply focus the guild lord instead.

Preparation Mid-Match

You can gain a large advantage for the lord damage race throughout the match by protecting your pit NPCs and taking out the opponent's. Split builds are usually designed around this concept by preventing the opponent to split to one's base while simultaneously sneaking out his NPCs throughout the match.

  • Having more surviving pit NPCs than attacking foes negates one damage package on the guild lord per second.
  • While their individual damage output is low, the five pit NPCs and the guild lord build up an impressive amount of pressure. A solo monk will have trouble to keep his pushing characters alive against the pit and even a single defending damage dealer. Against the full pit and two defending damage characters it's likely that the push will quickly wipe.
    • If you wipe the opponent's push you prevent a lot of lord damage.
    • You force the opponent to attack with two monks, leaving only one for defense in the base. If you were able to take out the opponent's pit NPCs throughout the match, you can play much more aggressive in the opponent's pit, potentially killing the solo monk with three or four damage dealers and slaying the lord.
    • Depending on the opponent's defending damage characters you can attack with a solo monk due to the lack of pit NPC pressure, guaranteeing that your pit is safe with two monks.

Standard Lord Damage Split

Around the 24 minutes mark both teams have to prepare for a final assault on the opposing guild lord to either slay him or win by having a better lord damage value for the tiebreak. You need to know how to react in the lord race, sending the right people to defend and the right people to attack. Unless a team attempts a lord rush both teams usually split up into a defending and an attacking team, trying to keep the opponent's damage dealt to your lord minimal while maximizing your own lord damage. Generally, you send degeneration characters to defend your base because they're a threat for attackers but not valuable for accumulating lord damage themselves. Frontline characters push to attack the opponent's base as they have a much larger base damage output and can potentially wipe defending monks. If you have a single domination magic mesmer, it's usually sent to the offense. You always send your infuse to the assault team and keep your runner defending your own base. Examples below.