Moving to a new State in Whiteout Survival can completely change your gameplay experience. Whether you want a more active community, stronger alliances, better event coordination, or simply a fresh start, State Transfer lets you move your existing character to another eligible State during a limited transfer event.
This guide explains the current State Transfer rules, eligibility requirements, Transfer Passes, event phases, Leading and Ordinary States, what changes after a transfer, and the latest transfer groups. Heaven Guardian also tracks the ongoing State Transfer groups and publishes a separately labeled prediction for the next transfer cycle, so confirmed data and forecast data are never mixed together.
What Is State Transfer in Whiteout Survival?
State Transfer is the official system that allows an eligible Chief to permanently move their character to another State during a State Transfer Event. Players commonly use it to join friends, move with part of an alliance, find a healthier community, or enter a State that better matches their preferred level of competition.
- Event frequency: State Transfer does not run on a fixed schedule. Recent cycles usually fall roughly every 4 to 6 weeks, so always use the live in-game calendar as the final schedule.
- Event announcement: Transfer information commonly appears in-game a few days before the event begins, including the eligible groups and State status.
- State eligibility: States generally begin entering the transfer system after reaching the required development stage. Current community/official-wiki tracking places this around the FC5 era, but actual participation depends on the transfer group announced for that cycle.
Heaven Guardian tracking note: The group tables later in this guide are split into current/confirmed groups and predicted next groups. Predictions are planning estimates, not official announcements.
Transfer Requirements: Who Can Transfer?
Before moving, check both your personal eligibility and the compatibility of the destination State. A State being inside your transfer group does not automatically mean every character can move there.
Personal Requirements
- Your Chief must meet the destination State’s Power Cap, unless you qualify for a Special Invite.
- Your Furnace must meet the required level for the transfer bracket. The requirement varies with State development and can be as high as Furnace Level 30.
- Your City must not be in combat when you complete the transfer.
- You must leave your current Alliance before transferring.
- You must not be serving as a Transfer Manager or Tyrant when completing the move.
- At least 25 days must have passed since your previous State Transfer.
- You must have fewer than 4 characters in the target State.
Troops in the Infirmary or Enlistment Office do not automatically block a transfer. However, always check the live transfer screen before confirming because the game will display any remaining eligibility issue.
State Compatibility Requirements
- The target State must have the same hero generation and Fire Crystal level as your original State.
- Your character cannot be too old for the target State. The allowed age difference depends on the target State’s development and currently ranges from a minimum threshold of 90 days up to 180 days.
- Other development systems, such as Furnace era, unlocked buildings, pets/beasts, Chief Gear, and Hero Gear, may also be compared when determining transfer compatibility.
Because eligibility can change as States develop, use the live State Transfer interface as the final check before spending Transfer Passes or committing to a destination.
Understanding Transfer Passes
The number of Transfer Passes required for one move depends on your account’s transfer calculation. The official requirement can range from 1 to 50 Transfer Passes.
Current transfer-score tracking includes:
- Furnace level
- Chief Gear and Chief Charms
- Hero Power
- Hero Gear Power
- Pet Power
- Expert Power
Troop Power does not count toward Transfer Score. Dismissing troops or simply unequipping Gear therefore does not reduce the recorded Transfer Score used for the pass calculation.
Do not estimate passes from normal Power alone: many F2P and low-spending accounts fall toward the lower part of the 1–50 range, but the exact number should always come from the live transfer interface.
- Alliance Shop cost: 150,000 Alliance Tokens for one Transfer Pass.
- Shop refresh: one Transfer Pass is available per weekly Alliance Shop refresh.
- Paid availability: current official information allows up to 85 Transfer Passes through paid packs per month.
If you already know the pass requirement shown in-game, use our Whiteout Survival Transfer Pass Calculator to compare your current passes, weekly Alliance Shop opportunities, Alliance Token cost, and paid-pack plan.
Transfer Event Phases Explained
State Transfer runs across three phases. The standard event structure is seven days in total: three days of Pre-Transfer, two days of Invitational Transfer, and two days of Free Transfer.
Phase I: Pre-Transfer (3 Days)
- Presidents or the acting transfer authority set the State’s Transfer Power Cap.
- Chiefs browse eligible States, compare State status, and contact destination leadership about possible spots.
- No player can complete a transfer during this phase.
Use these three days to confirm your target State, pass requirement, Power Cap, group, alliance destination, and whether you need an Ordinary or Special Invite.
Phase II: Invitational Transfer (2 Days)
- Destination leadership can issue Ordinary Invites to Chiefs who meet the Power Cap.
- Special Invites are used for eligible Chiefs who exceed an Ordinary State’s Power Cap.
- The Transfer Power Cap can no longer be changed once this phase begins.
- Invited Chiefs can complete their transfer during this phase if all requirements are met.
Phase III: Free Transfer (2 Days)
- Chiefs who meet the State’s Power Cap can transfer without an Ordinary Invite while open slots remain.
- Transfer Passes are still required.
- Open slots are limited and can fill quickly in popular States.
Ordinary States vs. Leading States
States are classified as Ordinary or Leading based on their transfer strength. Current State Transfer tracking uses the combined Transfer Scores of the State’s top active Chiefs when determining which States sit at the leading end of the group.
Ordinary States
- 55 normal transfer slots per event.
- 35 Ordinary Invite slots during the Invitational Transfer phase.
- 20 open-transfer slots during Transfer Opens.
- Ordinary States can also use Special Invites for Chiefs above the Power Cap when those invites are available.
- Each State initially receives 3 Special Invites; one spent invite is restored on the first day of each month at 00:00 UTC, up to a maximum stock of 3.
Special Invites do not remove the player’s Transfer Pass cost. They allow an eligible player to bypass the State’s normal Power Cap.
Leading States
- 30 normal transfer slots per event.
- 20 Ordinary Invite slots.
- 10 open-transfer slots.
- Leading States use stricter Power Cap settings.
- Leading States normally cannot issue Special Invites; always check the live event interface if your State shows an exception.
Capacity clarification: older community references sometimes describe an Ordinary State as having “58 transfers” by adding 3 Special Invites to the 55 normal slots. The current official transfer cap is 55 normal slots, while Special Invites are handled separately.
How to Transfer States in Whiteout Survival
- Wait for an active State Transfer Event.
- Collect Transfer Passes through the Alliance Shop or available packs.
- Check eligibility, including State group, character age, Power Cap, hero generation, Fire Crystal level, and transfer cooldown.
- Coordinate with the destination State if you need an invite or alliance spot.
- Choose the target State based on activity, alliances, event times, leadership, and competitive level.
- Leave your current Alliance and clear any remaining transfer blockers shown by the game.
- Open the State Transfer menu, select the destination, review the pass requirement, and confirm.
Transfer Pass Quick Reference
| Item | Current Rule |
|---|---|
| Transfer requirement | 1–50 Transfer Passes; use the exact number shown in-game. |
| Alliance Shop | 1 pass per weekly refresh for 150,000 Alliance Tokens. |
| Paid packs | Up to 85 Transfer Passes are currently offered through packs per month. |
| Transfer cooldown | 25 days after a successful State Transfer. |
Example Transfer Plan
Suppose the live transfer screen shows that your account needs 6 Transfer Passes to move to your chosen State:
- Required Transfer Passes: 6
- Alliance Tokens needed if all six are collected through the weekly Alliance Shop: 900,000
- Confirm that the destination is inside your active transfer group.
- Confirm the destination still has a transfer slot available.
- Check whether you need an Ordinary or Special Invite.
- Leave your current Alliance before transferring.
- Open the State Transfer menu and confirm the move only after reviewing the final in-game requirement.
This example starts from the pass requirement displayed by the game. Normal account Power alone cannot reliably tell you that an account will require exactly six passes.
What Happens After You Transfer?
A State Transfer is permanent, and several account systems are affected immediately after the move:
- City placement: your City is randomly teleported into the target State and receives a 24-hour Shield.
- Chat: friends and private chats are preserved, but active Chat Groups are removed.
- Pack purchases: purchase counts for regular and time-limited packs reset.
- Unsecured resources: resources above your Storehouse Protection limit are lost; protected resources and inventory items remain.
- Arena: Arena Points and ranking reset, with Arena Points returning to 1,000.
- Fishing Tournament: participation in the old State ends and eligible unclaimed rewards are handled through mail.
- Armament Competition / Officer Project / Hero Rally: current phase progress and reward handling can be affected by the transfer, so claim available rewards before moving whenever possible.
- Emporium of Enigma: Thorns can carry over if the feature is available in the destination; otherwise they may be removed.
- Vault of Enigma, Mia’s Fortune Hut, Symphony of Change: current participation ends, with eligible unclaimed rewards handled through mail.
- Alliance Mobilization: after joining an alliance in the destination, you can participate again under the event’s current rules.
- Alliance Showdown: threshold rewards can become available after joining a new alliance, while ranking treatment differs from normal participation.
Before you transfer: collect any important leaderboard or phase rewards that are already available, spend or protect unsecured resources, and take screenshots of event progress you may want to reference afterward.
State Transfer Groups (Updated August 19, 2026)
Current event period: August 16–22, 2026
Status: Ongoing
These are the transfer groups being tracked for the current event. This current table is kept separate from the prediction table below so players can clearly distinguish live/current grouping from future estimates.
| Group | States Included |
|---|---|
| 1 | 4-19 |
| 2 | 26-132 |
| 3 | 140-312 |
| 4 | 322-529 |
| 5 | 536-804 |
| 6 | 814-1070 |
| 7 | 1082-1427 |
| 8 | 1428-1822 |
| 9 | 1823-2250 |
| 10 | 2251-2680 |
| 11 | 2681-2830 |
| 12 | 2831-2994 |
| 13 | 2995-3384 |
| 14 | 3385-3571 |
| 15 | 3572-3745 |
| 16 | 3746-4007 |
| 17 | 4008-4117 |
| 18 | 4118-4168 |
| 19 | 4169-4250 |
Future groups expand as newer States reach State Transfer eligibility.
Potential State Transfer Groups
Predicted next event period: September 13–19, 2026
Status: Prediction, not officially confirmed
The table below is Heaven Guardian’s planning prediction for the next cycle. It is intentionally labeled separately from the current transfer groups and should not be treated as an official announcement.
| Group | States Included |
|---|---|
| 1 | 4-7 |
| 2 | 14-60 |
| 3 | 62-170 |
| 4 | 179-399 |
| 5 | 404-614 |
| 6 | 617-892 |
| 7 | 904-1182 |
| 8 | 1190-1552 |
| 9 | 1553-1976 |
| 10 | 1977-2431 |
| 11 | 2432-2783 |
| 12 | 2784-2933 |
| 13 | 2934-3113 |
| 14 | 3114-3509 |
| 15 | 3510-3691 |
| 16 | 3692-3855 |
| 17 | 3856-4117 |
| 18 | 4118-4210 |
| 19 | 4211-4250 |
| 20 | 4251-4326 |
These groups are predictions, not confirmed official groups.
State Transfer Planning Tips
- Start collecting Transfer Passes early. One weekly Alliance Shop pass becomes much more useful when you prepare several weeks ahead.
- Research the destination State. Check alliance culture, event times, leadership stability, State of Power performance, and whether the State matches your preferred competitiveness.
- Contact destination leadership before Phase II if you need a reserved spot or Special Invite.
- Watch the Power Cap. A good State can still be impossible to enter without the correct invite if you are above its cap.
- Coordinate group transfers carefully. A full alliance cannot transfer as one object; each character must qualify and occupy an available slot individually.
- Protect important resources and rewards before pressing confirm.
FAQ
What is a Whiteout Survival State Transfer Event?
It is a limited event that allows eligible Chiefs to permanently move their character to another State inside the active transfer grouping.
How long does State Transfer last?
The standard event structure lasts seven days: 3 days of Pre-Transfer, 2 days of Invitational Transfer, and 2 days of Free Transfer.
How many Transfer Passes do I need?
The official requirement ranges from 1 to 50 Transfer Passes. Use the exact requirement displayed in the live transfer interface.
How do I get Transfer Passes?
The Alliance Shop currently offers one pass per weekly refresh for 150,000 Alliance Tokens. Paid Transfer Pass packs are also available.
Can an entire alliance move together?
Players can coordinate a group move, but every character must individually meet the transfer requirements and use an available destination slot.
How soon can I transfer again?
The current State Transfer cooldown is 25 days after a successful transfer.
Can I transfer if I already have characters in the target State?
Yes, provided the transfer does not push you above the limit of 4 characters in that State.
Do I lose resources when transferring?
Resources above the Storehouse Protection limit are lost. Protected resources and items stored in your inventory remain.
Will my chats disappear after transferring?
Your friends and private chats remain, but your active Chat Groups are removed.
Can I move to any State in my transfer group?
Not automatically. The target must satisfy compatibility rules, including hero generation and Fire Crystal level, and your character must fit the allowed age difference and Power Cap rules.
Are Heaven Guardian’s next transfer groups official?
No. The current group table reflects the ongoing transfer cycle, while the Potential State Transfer Groups table is clearly labeled as a prediction to help players plan ahead.
Conclusion
Whiteout Survival State Transfer is most successful when you plan the destination before the event reaches the open-transfer rush. Check your group, Power Cap, character-age compatibility, Transfer Pass requirement, available slots, and the destination alliance before you leave your current State.
The biggest advantage of planning early is flexibility. Weekly Transfer Passes can reduce your cost, early contact with destination leadership can protect your spot, and understanding the difference between Ordinary and Leading States prevents last-minute surprises.
Heaven Guardian will continue separating current transfer groups from next-cycle predictions so you can use confirmed data for the active event while still planning for the next one. If you are comparing transfer preparation with starting from a developed account, a wos account for sale can also help you compare later-game accounts before deciding which route fits you better.
For more State Transfer updates, hero guides, event strategies, and progression tools, browse our Whiteout Survival guides.



