Whiteout Survival January 2026 State Transfer Guide

Whiteout Survival January 2026 State Transfer Guide

The January 2026 State Transfer event is now live. For thousands of players across States 4 through 1615, this is the chance to pack up and relocate. This move is about more than just a new server. It is your opportunity to find a better alliance, leave a toxic community behind, and completely refresh your gameplay experience. This guide covers the key details on transfer groups, the rules for eligibility, and smart strategies to make your move a success. 

Understanding the January 2026 Transfer Groups

The official announcement revealed 12 distinct transfer groups for this event. Players can only transfer to states within their assigned group, which creates natural boundaries based on server age and development.

Group State Range Total States
Group 1 State 4-19 16 states
Group 2 State 21-132 112 states
Group 3 State 140-312 173 states
Group 4 State 313-433 121 states
Group 5 State 434-529 96 states
Group 6 State 530-804 275 states
Group 7 State 805-931 127 states
Group 8 State 932-1070 139 states
Group 9 State 1071-1308 238 states
Group 10 State 1309-1427 119 states
Group 11 State 1428-1491 64 states
Group 12 State 1492-1615 124 states

Check which group your current state falls into before making any plans. You absolutely cannot transfer outside your designated group, regardless of how many Transfer Passes you’ve stockpiled.

Transfer Pass Requirements

Here’s where things get expensive for some players. The number of Transfer Passes you need depends entirely on your Transfer Score compared to your target state’s rating. But if you’re low on Frost Stars to stock up through the shop, check out U7BUY to get Whiteout Survival top up cheap and secure those passes before slots fill up.

Your Transfer Score gets calculated from multiple factors:

  • Current Furnace level
  • Chief Gear and Charms
  • Hero Power (not troop power)
  • Hero Gear Power
  • Pet Power
  • Expert Power

The higher your score relative to the target state, the more passes you’ll burn through. Free-to-play players typically need 6-12 passes, while heavy spenders or high-power accounts might require 30-50 passes. That’s a significant investment either way.

Transfer Passes come from two sources. You can purchase them directly from the shop through tiered packs that reset monthly, or grab them from the Alliance Shop for 150,000 Alliance Tokens each (refreshes weekly). Plan accordingly.

Eligibility Requirements You Must Meet

Before you even think about transferring, verify you meet these mandatory conditions:

Personal Requirements:

  • Furnace level 30 or lower
  • Not currently in combat
  • Not holding President or Former President title
  • Not in any alliance (you must leave first)
  • At least 25 days since your last transfer
  • Fewer than 4 characters in the target state

State Matching Requirements:

  • Same hero generation as target state
  • Same Fire Crystal level
  • Character age within 90-180 days of target state (varies by state development)
  • Matching unlocked buildings, beasts, and equipment

Use the /timeline command in-game to check compatibility between states. Missing even one requirement blocks your transfer completely.

The Three Transfer Phases

The event runs for seven days split into three distinct phases. Understanding each phase gives you strategic advantages.

Phase 1: Pre-Transfer (Days 1-3)

Presidents set Power Cap thresholds for incoming players during this window. Regular players can browse available states, contact Presidents for reservations, and start negotiations. No actual transfers happen yet. Use this time to secure invitations from your target state.

Phase 2: Invite Transfer (Days 4-5)

Presidents issue Ordinary and Special Invites to selected players. Ordinary Invites go to chiefs within the Power Cap. Special Invites bypass the cap entirely, targeting high-power players the President specifically wants. Each state starts with 3 Special Invites that refresh monthly. Leading States cannot issue Special Invites at all.

Phase 3: Open Transfer (Days 6-7)

This is the free-for-all phase. Any player meeting the Power Cap can transfer on a first-come, first-served basis. Slots fill incredibly fast, so you need to move right at server reset. Presidents cannot accept or decline during this phase. If you’re above the Power Cap, you’ll need a Special Invite from Phase 2.

Leading States vs Ordinary States

States fall into two categories with drastically different transfer limits.

Ordinary States:

  • Accept up to 58 players total
  • Presidents can invite 38 players
  • First 35 Ordinary Invites are valid
  • Can issue 3 Special Invites

Leading States:

  • Accept only 30 players total
  • Presidents can invite 20 players
  • Cannot issue Special Invites
  • Power Cap preset to lowest threshold

Leading States get determined by the combined Transfer Score of their top 100 chiefs. They’re the most competitive servers, which explains the stricter limitations. Getting into a Leading State without an invitation during Phase 2 is brutally difficult.

What Happens After You Transfer

Transferring permanently changes several aspects of your account. Your city teleports to a random Icefield location with a 24-hour shield. Resources exceeding warehouse protection disappear instantly. Arena score resets to 1,000. Event progress for Hero Rally, Fishing Tournament, and similar activities gets wiped.

The good news is that your secured resources are protected, and all your personal progression remains intact. However, you should know that alliance-specific assets do not make the trip. Any territory bonuses or alliance buildings from your old state will not transfer. Because of this, you will want to join a new alliance in your destination state as quickly as possible.

Final Thoughts

The January 2026 State Transfer event offers a rare opportunity to reshape your Whiteout Survival experience. Whether you’re escaping a dying state, joining friends, or chasing stronger competition, proper preparation makes all the difference. Know your group, secure your passes, and move decisively when your phase opens. The frozen wasteland waits for no one.

Back To Top