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Canyon Storm

Canyon Storm is Last War’s off-season storm event — 30 minutes of lane warfare between the Rulebringer and Dawnbreaker factions. Last Command runs it with the same match lifecycle as Desert Storm, plus a battle plan, skill-rotation planner, lane brief, and results scanner built for the format.

When it runs

Last War’s two storm events split the calendar. Desert Storm is the in-season PvP mode; Canyon Storm is the off-season event, playable only once the current season has ended. During an active season the weekly auto-creator skips Canyon entirely, so the landing page tells officers plainly that Canyon resumes when the season ends — you can still create a match manually to plan ahead.

// NOTE

Off-season, officers can arm weekly auto-create (a match day set in settings) exactly like Desert Storm, and matches then appear on their own. Creating and editing matches is an officer job (R5/R4); R3–R1 members request to play and read the plan.

Matches and roster

A Canyon match carries a scheduled date and a faction — Rulebringer or Dawnbreaker — and runs through the same states as Desert Storm (planning, active, completed, cancelled). The match page is organised into tabs: Roster, Plan, Brief, and — once the battle is live or done — Results.

  1. 1

    Build the roster

    Officers add players from the pool or bulk-add by scanning the in-game “View Participants” screen. A roster holds up to 20 starters and 10 substitutes; each starter is given a lane role.

  2. 2

    Members request to play

    Any member can request a spot from the match page. Requests land in the officer queue on the Roster tab, ready to approve and slot.

  3. 3

    Set the faction

    The faction banner sets Rulebringer or Dawnbreaker — with a one-tap “same as last week” shortcut drawn from the last completed match — which in turn drives the skill list and lane brief.

Battle plan and skill rotation

The Plan tab is where officers choreograph the 30 minutes. It has two linked planners:

  • Battle plan timeline — pin the moments that matter across the match’s phases (prep, early, mid, late, plunder). Each event can focus a role squad, a structure, or a skill, so the alliance knows what to do and when.
  • Skill-rotation planner — map when each faction skill fires along the same timeline. Cooldowns are known per skill, so casts scheduled inside a skill’s cooldown (a Judicator overlap, for instance) are flagged as violations before the match, not discovered during it.

Members see the finished plan read-only, so everyone goes in knowing the calls.

The lane brief

The Brief tab is the reference sheet for the format: a lane battlefield map of the canyon’s structures — core, secondary, support and plunder — with a structure legend and unlock times, plus a skill reference for the active faction. It’s the “what am I looking at” primer for anyone new to Canyon, and it re-themes to whichever faction the match is set to.

Results, history and stats

After the battle, an officer records the outcome on the Results tab. The fastest path is the one-drop scanner: take the battle results mail plus the four leaderboard tabs (Total, Battle, Assist, Strategy) as screenshots and drop them all in at once — each is identified and routed automatically. The results mail fills the win/loss outcome, point totals and MVP awards; each leaderboard tab fills its own per-player score column. Everything can also be typed in by hand — scanning just saves the typing.

Completed matches roll into Canyon history and feed the reliability track record shown against each player, so officers can see who turns up across events over time. For coordinating a Canyon match against a Desert Storm one in the same week — one roster, two events — see Storm Week.

// TIP

Coming from Desert Storm? The two match pages share the same shape deliberately, so officers can pick up Canyon without relearning the flow — only the lane-warfare specifics (factions, structures, skill rotation) differ.