During a Hidden Gorge campaign, teams vie for control of supplies delivered by ceruleum engines.

Overview

Time Limit 20 minutes

Abandoning Matches

Players who abandon a Rival Wings campaign (not including players who join a match in progress or are vote kicked) will receive a penalty. Players so penalized will be unable use the Duty Finder for 30 minutes.
Players inactive for over a period of two minutes will automatically be removed from play.

Entry Requirements

Hidden Gorge

Role Requirements Number of Participants
None
* Players can freely change jobs or classes at their team's landing.
* As with the three main cities, the recast time of skills will not be reset when changing classes or jobs.
One to four players
* Undersized parties not allowed.
Level Requirement
Job level 30
* Player level and attributes are ignored during PvP and replaced with PvP-specific values.

Players can queue to enter Rival Wings campaigns alone, or in a party of up to four players. Please note there are no role restrictions when queuing as a party.

Preparing for Battle

Rival Wings participants will be placed on one of two teams: the Falcons or the Ravens. Players will then begin the match at their teams' respective landing points. Matches will begin after a 90-second countdown.

Chat

The Say, Party, Alliance, Yell, Shout, Free Company, Linkshell, Cross-world Linkshell, PvP Team, and Novice Network chat channels can be used during Rival Wings.
* Say, Yell, and Shout can only be used with players on the same team.

Retaliation

Incapacitated players will be returned to their landing point, where they will be allowed to rejoin combat after a short delay. Furthermore, players will be invulnerable so long as they remain at their landing point. This effect will be lost upon returning to the battlefield.

Mounts

Players are free to use mounts during Rival Wings campaigns. However, players taking damage while mounted will be afflicted with the Limp status effect.
* Flying mounts cannot be used to fly during Rival Wings campaigns. Furthermore, party members may not ride pillion on two-person mounts.

Return

Using Return will teleport players back to their landing point. Moreover, this action has no recast time during Rival Wings campaigns. Please note, however, casting will be interrupted by attacks.

Items

Items cannot be used during a Rival Wings campaign.

Victory Conditions, Cores, and Towers

Rules of Engagement

The first team to destroy the core located on the opponent's base will be declared the winner. In the event neither team destroys a core, victory will be decided based on each team's remaining core HP, number of towers, and tower HP, in that order.
* In the event these values are the same for both teams, the match will end in a draw.

Cores and Towers

Cores

Each team has a core located at its base, and the chief objective is to destroy the enemy's core. The core is protected by a magitek field emanating from two towers, so before you can strike at the core, you must first destroy at least one of the towers. With one tower destroyed, your team can begin to damage the core; however, damage will be significantly mitigated by the remainder of the magitek field until the second tower is eliminated.

Towers

Each team has two towers that serve to protect their core. Each tower is also enveloped in a defensive field that mitigates damage taken by team members and restores their HP, which players can take advantage of as protection when hard-pressed by the opposing team. If you succeed in destroying the enemy team's towers, the magitek field around the enemy team's base will dissipate, and all parties on your team will earn ceruleum and Soaring stacks.

Display of Core and Tower HP

A unique UI is used to display the HP of cores and towers. Because each team's core cannot be damaged until one or more of their towers are destroyed, only the HP of towers will be displayed at the start of a match. Once the core is exposed by the destruction of at least one tower, however, its HP will also be displayed.

Advanced Rules

Machina

Players can deploy three types of powerful machina in battle.

Cruise Chaser

A next-generation machina ideal for combat against enemy players and machina.

Action Type
HP 50,000
Required Ceruleum (CE) 50
Maximum Simultaneous Deployment 6
Requirements to Deploy -

Actions

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Spin Crusher

Instant 3s 25 EP 0y
5y
Delivers an attack with a potency of 7,500 to all opposing warmachina in a cone before you. 750 when attacking a player, mammet, or object.

Laser X Sword

2s 10s 100 EP 0y
15y
Delivers an attack with a potency of 10,000 to all opposing players and warmachina in a cone before you. 1,000 when attacking a mammet or object.

Optical Sight

2s 5s 50 EP 50y
10y
Deals damage with a potency of 5,000 to all opposing players and warmachina near point of impact. 500 when attacking a mammet or object.

Ceruleum Refill

Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.

Oppressor

A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures.

Action Type
HP 100,000
Required Ceruleum (CE) 50
Maximum Simultaneous Deployment 2
Requirements to Deploy -

Actions

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Steam Release

Instant 5s 50 EP 0y
10y
Deals damage to all opposing players and warmachina nearby with a potency of 2,500. 250 when attacking a mammet or object.
Additional Effect: 15-yalm knockback

3000-tonze Missile

2.5s 15s 200 EP 75y
10y
Deals damage with a potency of 250,000 to all objects near point of impact. 5,000 to opposing players, warmachina, or mammets.
Potency decreases the greater the target's distance from point of impact, to a maximum of 30 yalms.

Ceruleum Refill

Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.

Brute Justice

Boasting unrivaled power, Brute Justice dominates opposing players and machina on the battlefield, while also laying waste to structures with its lethal armaments.

Action Type
HP 75,000
Required Ceruleum (CE) 50
Maximum Simultaneous Deployment 2
Requirements to Deploy Available after losing a tower.

Actions

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Flarethrower

2.5s 10s 50 EP 0y
31y
Deals damage with a potency of 10,000 to all opposing players and warmachina in a cone before you. 1,000 when attacking a mammet or object.
Additional Effect: Inflicts Burns on opposing players and warmachina
Duration: 15s

Double Rocket Punch

Instant 3s 25 EP 50y
3y
Deals damage with a potency of 100,000 to all objects near point of impact. 5,000 when attacking opposing players, warmachina, or mammets.
Additional Effect: Stun
Duration: 3s

Mega Beam

2s 15s 100 EP 0y
70y
Delivers damage with a potency of 12,500 to all opposing players and warmachina in a straight line before you. 1,250 when attacking a mammet or object.
Additional Effect: 30-yalm knockback

Ceruleum Refill

Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.

Deploying Machina

Hangar Terminal
Hangar terminals are located near the starting area for each team, from which machina can be deployed.

Accessing a terminal will display a unique UI containing information on available machina.

Ceruleum (CE)
Ceruleum (CE) is required to operate machina. Players can build up ceruleum stores for their party by collecting tanks in the field or defeating enemy players and mammets up to a maximum of 100 units.

Action Type Recipient
Claiming a ceruleum tank Party 10
Destroying a mammet Party Up to 20
Destroying a gobtank Party Up to 20
Claiming a main ceruleum tank Team 50
Claiming a gobcrate Team 50

* Ceruleum awarded for destroying mammets and gobtanks is divided between each party according to the amount of damage caused. Ceruleum is not awarded for damage caused by allied mammets or gobtanks.

Machina Restrictions
Only one machina may be operated per party at any given time, regardless of type. In the case of the Oppressor, however, the limit is two per team. Two Brute Justices can be deployed by each team per match, one becoming available for each tower you lose.
* Warmachina can be deployed at any time once the requirements have been met.

Resource Management
When deploying a machina, its HP will be displayed in place of the player. Its HP cannot be restored by curative actions of teammates, nor will it restore automatically when out of combat. Machina actions will expend EP, a resource that can only be restored by using the Ceruleum Refill action. Be advised that use of this action will deplete your party's ceruleum stores.

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Ceruleum Refill

Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.

Steam Cannon

Two steam cannons have been erected near each team's core. While they cannot be moved, they are powerful weapons which may prove useful in deterring enemy forces.

Actions

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Cannonfire

1.5s 1s - 60y
6y
Deals damage with a potency of 5,000 to all opposing players and warmachina near point of impact. 500 when attacking a mammet or object.

Mammets

Mammets are clockwork soldiers programmed to seek out and destroy towers and cores. They emerge from their own core at regular intervals before striking out on a set route, and will remain in battle for a set duration. Upon detecting an enemy mammet, they will engage and attack until either side is destroyed. Mammets that arrive at an enemy tower or core will perform a powerful self-sacrificing attack. That is the extent of their programming; mammets will not harm adventurers.

Healing Mammets

Players' healing is less effective when used on mammets.

Action Type HP Restored
Healing Magic or Skill -50%

Wind-up Viking
These mammets boast high HP and specialize in fighting at close quarters.

Wind-up Magus
These mammets specialize in long range combat with magic-based attacks.

Gaining Ceruleum from Mammets

Parties can gain up to twenty units of ceruleum upon defeating an enemy mammet. These units will be distributed to all parties that engage with the mammet based on the amount of damage inflicted. Ceruleum cannot be gained from damage inflicted by other mammets.

Ceruleum Engines, Loading Stations, and Supplies

Ceruleum Engines
Ceruleum engines move across the map on rails at high speed, stopping at the loading stations in the center of the map. By taking control of the loading stations, teams can claim the supplies delivered by the ceruleum engines.

Ceruleum Engines in Motion

If you come into contact with a ceruleum engine while it is moving, you will incur potentially lethal damage.
A warning will sound to indicate the approach of a ceruleum engine.

Loading Stations
Ceruleum engines carry supplies to loading stations. It is not possible to enter a loading station while riding machina.

Occupying a Loading Station

When a ceruleum engine arrives at a station, standing in the area next to the engine will cause a gauge to fill. Once it is full, your team will occupy that station. The gauge fills more quickly when you have a higher number of team members near the engine than the opponent. The greater the difference in players, the quicker the gauge fills. However, only the first four players from each team are counted. Those standing near the engine will also gain the Sheer Will status, which greatly increases damage dealt. Making use of this status will help to reduce the number of enemies and occupy the station more quickly.

Controlling a Loading Station

Once a loading station has been occupied, a new gauge will appear indicating your control over the station. When filled, the station will be under your team's control, allowing you to claim its supplies. This gauge will only fill when your team has a number of members equal to or higher than the opponent in that area.
When the supplies have been claimed, the ceruleum engine will leave the station and the gauges will be reset.

When a Ceruleum Engine is at a Loading Station

Loading station
Not controlled

Loading station
Controlled by the Falcons

Loading station
Controlled by the Ravens

Status of Ceruleum Engines

The UI displays information on when a ceruleum engine will arrive, the supplies it carries, and which team occupies the loading station.

1. Supply type
2. Members per team (up to four)
3. Occupied
4. Occupation gauge
5. Control gauge

Supplies
There are four types of supplies. For the first half of the match, the ceruleum engine will deliver main ceruleum tanks, gobbiejuice, and gobtank keys at random. In the second half of the match, they will only deliver gobcrates.
Each type grants its own benefits and increases the Soaring stacks of the whole team.

Main Ceruleum Tank

Action Type
Arrives During the first 12 minutes of the match
Soaring Stack Increase 1
Effect Each party on the team gains 50 ceruleum.
Icon

Gobbiejuice

Action Type
Arrives During the first 12 minutes of the match
Soaring Stack Increase 1
Effect Fills the adrenaline gauge of every team member.
Icon

Gobtanks

Action Type
Arrives During the first 12 minutes of the match
Soaring Stack Increase 1
Effect Two gobtanks will appear at the core and will travel down the north and south routes to the enemy base.
Icon

Healing Gobtanks

Players' healing is less effective when used on gobtanks.

Action Type HP Restored
Healing Magic or Skill -50%

Gobcrates

Action Type
Arrives After 12 minutes have passed
Soaring Stack Increase 3
Effect Grant all of the effects of main ceruleum tanks, gobbiejuice, and gobtanks.
Icon

Goblin Mercenaries

After a certain amount of time has passed, goblin mercenaries will randomly appear from the north and south mercenary bases. Initially, they will not side with either team, and will attack any player that approaches. However, it is possible to have them ally with your team.

Allied Mercenaries

If the damage your team deals to a goblin mercenary surpasses that of the opposing team by a certain amount, it will join your side. If the mercenary's HP reaches zero before this condition has been fulfilled, it will form an alliance with whichever team dealt the most damage to it.
A gauge above the goblin mercenary shows the difference in damage dealt by each team. Falcons are shown in blue and Ravens are shown in red.

Mercenary Deployment

Once you have formed an alliance with a mercenary, it will appear at your team's core and will attempt to destroy the enemy's towers and core, much like a mammet would. Forming an alliance with a mercenary that appeared from the north mercenary base will cause it to travel along the northern route, with the same being true of the south mercenary base and southern route.
Mercenaries are also governed by the Contractual Obligation status, and they will leave the field of battle once the status counts down to zero. After a certain amount of time passes, they will reappear from their respective base and will no longer be allied with either team.

Healing Goblin Mercenaries

Players' healing is less effective when used on goblin mercenaries.

Action Type HP Restored
Healing Magic or Skill -50%

Soaring

When you defeat an enemy team member, your party receives the Soaring enhancing effect. When destroying an enemy tower, your party and all parties on your team will receive the Soaring enhancing effect. This effect can stack up to twenty times, increasing all party members' damage dealt and HP restored via healing magic, while also reducing damage taken. At twenty stacks, Soaring will be replaced with the Flying High effect, which confers even greater benefits, including an increase to the rate at which the adrenaline gauge fills. However, the effects of Soaring and Flying High are stopped when riding machina.

Status Effect Requirements to Deploy Effect
Soaring KO a player on the opposing team or destroy an enemy tower. Increases damage dealt and HP restored via healing spells and skills by 2%. Effect stacks up to twenty times.
Flying High Accrue twenty stacks of Soaring. Increases damage dealt and HP restored via healing spells and skills by 50%, and the rate at which the adrenaline gauge fills by 100%.

* The effects of Soaring and Flying High are stopped when riding machina.

Action Type Recipient
Defeating an enemy player with 0 to 9 stacks Party 1
Defeating an enemy player with 10 to 19 stacks Party 2
Defeating an enemy player with Flying High status Party 3
Destroying an enemy tower Team 1
Claiming the gobtanks supply Team 1
Claiming the main ceruleum tank supply Team 1
Claiming the gobbiejuice supply Team 1
Claiming the gobcrates supply Team 3

Gaining stacks of Soaring

An icon will also be displayed next to the name of players under the effects of Soaring.
The Soaring effect of other parties on your team can be confirmed via the alliance list.

Player Icons

All players engaged in combat will appear on the map and minimap when nearby.

Miscellaneous

Rival Wings makes use of a unique UI to display match information such as the deployment of machina by allies or enemy players and the units of ceruleum stored by your party. This UI also displays the number of stacks of Soaring accumulated by your party.

The position of these UI elements can be changed via the Duty section in HUD Layout interface under System in the main menu.
* These UI elements can only be adjusted while participating in Rival Wings or while in the Wolves' Den.

The duty list will not be displayed while participating in Rival Wings.

Damage Modifiers

Damage dealt and damage taken in Rival Wings are adjusted based on your current job.

Job Damage Dealt Damage Taken
Paladin +10% -20%
Warrior +10% -20%
Dark Knight +10% -20%
Gunbreaker +10% -20%
Monk +10% -20%
Dragoon +10% -20%
Ninja +10% -20%
Samurai +10% -20%
Bard - -
Machinist - -
Dancer - -
Black Mage - -
Summoner - -
Red Mage - -
White Mage - -
Scholar - -
Astrologian - -

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