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Age of Origins Void War Guide: Win the Cross-Nation Kill Event

Void War explained: how the 24-hour cross-nation event works, preparation checklist, scoring, target selection, and how not to feed the enemy nation.

4 min readAugust 18, 2026advanced

Last verified against the live game on August 5, 2026. Balance patches move numbers — check anything that looks off in game and tell us.

Part of the Events series:

Quick Answer

  • Void War is a 24-hour cross-nation kill event, held roughly every four weeks on the last day of the Strongest Void Commander cycle.
  • Cities at level 20+ can teleport into the enemy nation; points come from killing enemy troops, with higher-tier kills worth more.
  • It has a Preparation Phase and a Battle Phase — most Void Wars are decided in preparation.
  • If you can't fight profitably: shield, hide troops, and deny the enemy points. A zeroed teammate is enemy score.
  • Fight as an alliance — coordinated rallies and reinforced garrisons dominate solo heroics.

Void War at a Glance

Detail
Format 24-hour cross-nation kill event
Frequency Roughly every four weeks, on the last day of the Strongest Void Commander cycle
Entry Cities at level 20+ can teleport into the enemy nation
Scoring Killing enemy troops, with higher-tier kills worth more
Phases Preparation Phase, then Battle Phase — most Void Wars are decided in preparation
If you cannot fight profitably Shield, hide troops, deny points. A zeroed teammate is enemy score

What Void War Is

Once a cycle, the server stops fighting itself and fights another server. During the Battle Phase, qualifying commanders teleport into the enemy nation's map and hunt: every enemy troop killed scores points for you and your nation, scaled by troop tier. The community treats it as the most important event in the game for a reason — the rewards are deep, and nothing else measures a server's real strength as directly.

Preparation Phase: Where It's Decided

Walk into the Battle Phase unprepared and you are, functionally, a loot piñata. The checklist:

  1. Empty your Hospital. Heal everything before the event — wounded capacity is your loss-absorption budget, and you want all of it available. Hospital math is in the building priority guide.
  2. Top up your best-tier troops. Points scale with tier, which cuts both ways: your T11/T12 marches score more when they kill and bleed more when they die. Train to full marches of your top tiers — see troop types and tiers.
  3. Bank combat research. Army-size and stat nodes finishing before war day compound your entire showing — the research guide flags which lines matter.
  4. Set your officer core. Zeus/Tifa-style attack lineups for hunting marches, Alexandria-style mitigation for garrison — rankings in the officer tier list.
  5. Stock shields and teleports. Decide before the event whether you're a hunter or a survivor, and stock accordingly.
  6. Coordinate with your alliance. Rally leaders, targets, comms channel, and who's shielding — the plan from the alliance guide playbook, with the mechanics in the rally guide.

Battle Phase: Hunting Well

  • Scout before you commit. Battle Phase garrisons are traps as often as targets — a city holding reinforcements from five allies eats careless rallies. Scouting discipline is covered in PvP basics.
  • Prefer rallies for hard targets. Solo marches for gatherers and stragglers; alliance rallies for real garrisons.
  • Hunt tier, not power. Points scale steeply with tier and nothing below T5 scores at all — a T13 kill pays 185, a T5 kill pays 12, and a Titan or warplane kill pays 20,000. A smaller city fielding high-tier troops (or escorting a Titan) is worth vastly more than a bloated farm of T4s. Full tables in the kill event guide.
  • Defending scores exactly as much as attacking here — Void War pays identical points for attack and defense kills, unlike Battle Frenzy. A well-anchored garrison in enemy territory is a scoring position, not just a survival one.
  • Hit gatherers on tiles. Enemy marches gathering on the map during a kill event are donations — collect them.
  • Watch your losses ratio. The scoreboard says kills; your account says net. Trading your T12s for their T6s wins the day and loses the month.

If You're Not Ready to Fight

There is no shame in a defensive Void War — there is only shame in feeding:

  • Shield through the Battle Phase, or
  • Hide your troops (marching to safe tiles or garrisons per your alliance's plan) and let attackers find an empty city,
  • Don't peek. Dropping shield "just to gather a bit" during hour 20 is how war stories end.

Every troop of yours that dies is enemy nation score. Denial is a contribution.

After the War

Heal during any healing-scoring windows rather than instantly (events overview covers the banking rhythm), file what you learned — which enemy alliances rallied fast, who traps garrisons — and start the four-week preparation loop again. Nations that win Void Wars are the ones still preparing in week three.

Frequently Asked Questions

What is Void War in Age of Origins?
A 24-hour cross-nation kill event held roughly every four weeks on the last day of the Strongest Void Commander cycle. Cities at level 20 and above can teleport into the enemy nation, and points come from killing enemy troops, with higher-tier kills worth more.
How do I survive Void War if I can't fight?
Shield, hide your troops, and deny the enemy points. A zeroed teammate is enemy score, so an account that contributes nothing offensively still contributes by not being farmed.
When is Void War decided?
Usually in the Preparation Phase rather than the Battle Phase. Positioning, shields, reinforcement plans, and rally coordination set up before the fighting starts determine most outcomes.

Keep the momentum

Read these next — they pick up exactly where this guide leaves off.

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