Metin2 Guild War Tactics: Formation, Roles and Communication
A Metin2 guild war isn't always won by the guild with the strongest players. The winner is usually the guild that hits the same target at the same time, knows where to stand and moves as one. This guide covers guild war types, formation, roles and how to organize communication. The rules are based on the official servers; Pvp servers can change maps, durations and rules.
Guild war types and what they demand
On the official servers, the leader of a guild with at least 8 members can declare war on another guild. The war's type, duration, number of rounds and points are set in advance. Your plan depends on the type:
| Type | How to win | Tactical focus |
|---|---|---|
| Field Battle | Score the most points within the set time | Takes place on a normal map, and monsters can attack too |
| Arena Battle | Be first to kill the set number of enemies | Avoid needless deaths, focus damage on one target |
| Capture the Flag | Take the enemy flag and bring it to your base | The flag carrier slows down and needs an escort |
| Annihilation | Destroy targets and collect the most points | Fallen members revive at the starting point, so splitting the group pays off |
| Time Attack | Be first to destroy three targets | Send a high-damage team to the targets |
| Shield Battle | The attacking guild wins if it destroys the target in time | Die three times in a round and you become a spectator, so every life counts |
Formation: front line, middle line, back line
Instead of a scattered scramble, a three-layer formation increases both your damage and how long you survive.
Front line
Mental Warriors are the backbone of the front line. On the official servers, the Strong Body skill raises defense and, from G1 on, also gives instant fall resistance while it lasts; the price is lower movement speed. Body Warriors charge in right behind the front line and hit the crowd with their area skills.
Middle line
Weaponry Suras leave the enemy front line exposed with Dispel, which has a chance to remove the opponent's buffs; on the official servers this skill can hit up to 5 enemies. Blade-Fight Ninjas circle around the flanks and slip into the enemy's back line.
Back line
Black Magic Suras, Dragon Force Shamans and Archery Ninjas deal damage from behind the front line. Healing Force Shamans should stand where they can see both lines. A back line that loses its spacing with the front line becomes easy prey for enemy Ninjas.
A formation doesn't mean clumping together. On the official servers, the Warrior's Sword Spin and the Sura's Dragon Swirl can hit up to 12 enemies, and the Dragon Force Shaman's Dragon's Roar up to 15. Train your guild to leave short gaps between the lines and within each line.
Roles: who is responsible for what?
- Shot caller: The one person who calls the target and the moment to attack or fall back. Usually the leader or the player who reads the fight best.
- Tanks: Absorb the pressure and make it harder for the enemy to reach your back line.
- Focus damage dealers: Hit the target the shot caller names, all at the same time.
- Supports: Hand out heals and buffs and watch for dropping HP bars.
- Hunters: Go after the enemy's healer and archers.
- Flag team: In Capture the Flag, the carrier and a few players protecting them.
On the official servers, the group leader's Leadership skill lets them assign roles to group members and give them extra bonuses such as attack value, Max. HP or defense. Guild skills can also be used during a war. Since they consume Dragon God Power, agree in advance on who uses them and when.
Communication: short, clear, one voice
- One shot caller: If everyone talks on voice chat, nobody gets heard. Everyone except the shot caller only gives short updates.
- Set calls: Agree on two- or three-word calls such as "Target Shaman", "Back", "Group up" and "We have the flag" before the war.
- Map language: Give shared names to landmarks on the map. You can open the large map with the M key; if you're on the same map, your group mates show up on it as blue squares.
- Information flow: A player who sees the enemy Sura use Dispel or the healer go down should report it in one sentence.
Before and after the war
Before the war, check everyone's stock of Red and Blue Potions, set up the groups and, depending on the enemy guild's class mix, prioritize bonuses such as Defence against Warrior or Defence against Sura. Rehearsing the formation in friendly wars means everyone knows their place in the real one.
After the war, hold a short debrief with your guild: at what point did you scatter, which target did you take down too late? You'll find a list of individual mistakes in our 10 common mistakes article. If you're looking for new guild members, you can post an announcement on the forum, and for a server with lively guild wars, take a look at the best servers list.
Frequently asked questions
How many members do you need for a guild war in Metin2?
On the official servers, a guild needs at least 8 members to declare war. Pvp servers can change this limit and the war rules.
Which class matters most in a guild war?
No single class wins a war; you need a balanced roster. Still, a Healing Force Shaman and a sturdy Mental Warrior are the two most sought-after roles in most wars.
What should I watch out for in Capture the Flag?
The flag carrier is slower than everyone else, so they should never be left alone. Keep a sturdy escort around the carrier, plus fast players who can cut off the enemy.
Can I learn by watching guild wars?
Yes. On the official servers, you can follow an ongoing guild war as a spectator through the Battle Bailiff. On Pvp servers this feature may work differently.
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