Whiteout Survival October State Transfer Guide: All 20 Groups, Transfer Passes, Power Caps, and WOS1007
Whiteout Survival's next State Transfer runs for seven days, from October 11 to October 17, 2026. This is not a general preparation rumor: the event window and 20 transfer groups have been published. What will not be known until the event opens is equally important. Your target State's live Power Cap, Leading status, remaining slots, and your exact Transfer Pass cost must all be checked in game.
That makes a good transfer plan less about finding the loudest recruiting post and more about removing uncertainty in the right order. First locate your group, then compare destinations, confirm an invitation if one is needed, and only after that calculate the paid shortfall. The guide below keeps those decisions separate so you do not buy passes for a move that cannot be completed.

October State Transfer dates and the three phases
The official State Transfer announcement sets the event at October 11, 2026 00:00 through October 17, 2026 23:59:59 UTC. Phase I, Pre-Transfer, covers October 11-13; Phase II, Invitational Transfer, covers October 14-15; and Phase III, Transfer Opens, covers October 16-17. The in-game countdown is the final reference.
For useful local examples, the full window is October 10 at 8:00 p.m. to October 17 at 7:59 p.m. in US Eastern Daylight Time; October 11 at 1:00 a.m. to October 18 at 12:59 a.m. in the UK; and October 11 at 2:00 a.m. to October 18 at 1:59 a.m. in Central European Summer Time. Phase III begins at those same local hours on October 16, except in US Eastern time where it begins October 15 at 8:00 p.m.
All 20 October 2026 State Transfer groups
You can move only within the group containing your current State. Match the range, not a group number remembered from an older event, because group numbering can shift between cycles. The October group list reproduces the ranges from the current announcement:
Groups 1-4: Group 1, States 4-7; Group 2, 14-99; Group 3, 101-231; Group 4, 240-463.
Groups 5-8: Group 5, States 469-697; Group 6, 702-976; Group 7, 986-1308; Group 8, 1313-1680.
Groups 9-12: Group 9, States 1681-2122; Group 10, 2123-2571; Group 11, 2572-2876; Group 12, 2877-3054.
Groups 13-16: Group 13, States 3055-3246; Group 14, 3247-3630; Group 15, 3631-3798; Group 16, 3799-4007.
Groups 17-20: Group 17, States 4008-4210; Group 18, 4211-4289; Group 19, 4290-4326; Group 20, 4327-4403.
Several number ranges are absent. A community explanation is that these are retired or merged State numbers, but that is an inference, not an official rule. If your active State appears not to fit, use the in-game State List rather than assuming it was excluded.
Power Cap, Leading States, and available places
During Phase I, the Transfer Manager sets the entry Power Cap. If a State has a current president, that president is the manager. If it does not, the previous president takes the role and may transfer it once to another alliance member. The cap cannot be changed after Phase II begins, so screenshots from Phase I can become useful confirmation.
The official State Transfer help center distinguishes Leading States from Ordinary States. Leading States cannot issue Special Invites and have 30 places in total: 20 Ordinary Invite places and 10 open-transfer places. Ordinary States have 55 places: 35 Ordinary Invite places and 20 open-transfer places. Places are first come, first served, so being eligible does not reserve a slot.
Leading status is based on the combined Transfer Score of the top 100 active chiefs. Do not guess it from one large alliance or yesterday's rankings. The announcement specifically says to confirm Leading status, Group Power Cap, and required passes after the event begins.
Ordinary Invites and Special Invites are not interchangeable
An Ordinary Invite is for a chief who meets the target State's Power Cap. A Special Invite is only for a chief above that cap. Ordinary States begin with up to three Special Invites, one spent invite is restored on the first day of each month at 00:00 UTC, and the maximum remains three. Leading States cannot issue them.
An invitation does not pay the applicant's Transfer Pass cost. It also cannot be withdrawn after it is issued, so both sides should confirm the correct character and target before the manager presses the button. Special Invites generate mail; Ordinary Invites do not necessarily do so. Keep direct contact with the recruiting alliance instead of waiting for a notification.
Transfer Pass cost and Frost Star spending plan
Official support states that a move costs 1 to 50 Transfer Passes, with stronger accounts generally requiring more. The event announcement describes the number as a comparison between your Transfer Score and eligible States' rating. Dismissing troops or unequipping gear does not change Transfer Score, so destructive last-minute experiments are not a reliable discount strategy.
Open the event first and record four values: required passes, passes already owned, destination status, and confirmed slot or invite. Only the difference between required and owned passes is the real purchase gap. Transfer Passes can come from the Alliance Shop or packs; official support says monthly packs can contain up to 85 passes in total, but availability and price should still be checked live.
Frost Star spending makes sense only after the destination is viable. If a paid pack closes a verified pass gap, compare the live offer on the Treabar Whiteout Survival top-up page, then verify player ID, region, item, promotion, and final total. A cheap top-up is not useful if the target State is outside your group or already full.
Eligibility and the final pre-transfer check
Official support requires the target State to match your current State's hero generation and Fire Crystal level. Your character also cannot be too old for the destination; the permitted age difference varies with State development and uses a threshold between 90 and 180 days. A second transfer is subject to a 25-day cooldown.
Before moving, review every condition shown in game. Confirm that you are in the correct group, meet the live cap or hold the correct Special Invite, have enough Transfer Passes, and can leave your alliance at the required moment. Resolve active marches and time-sensitive activities, and check whether your current role blocks the action. The event interface, not an old checklist, is authoritative for your character.
Talk to the destination alliance about language, Bear Trap time, Foundry and Canyon schedules, SvS expectations, NAP rules, rally structure, and whether a place is genuinely reserved. A lower-power State with compatible times can be a better home than a famous State that you cannot play with consistently.
What changes after a successful transfer
State Transfer is permanent; the game does not automatically return you to your previous State. Friends and private chat history remain, but Chat Groups are removed. A destination can hold up to four of your characters. Other players will see only your current State, not the one you left.
There are two easy-to-miss losses. Resources above Storehouse protection are removed, and unfinished ranking events do not pay final leaderboard rewards after you leave, although progress-based rewards may still be available. The official help center confirms that troops in the Infirmary and Enlistment Office do not prevent transfer, but you should still inspect the final confirmation screen before committing.
WOS1007 gift code deadline
The current announcement includes the code WOS1007 for chiefs with Furnace Level 9 or higher. It expires on October 9, 2026 at 23:59 UTC. That is October 9 at 7:59 p.m. US Eastern time, October 10 at 12:59 a.m. in the UK, and October 10 at 1:59 a.m. in Central European Summer Time.
Redeem it through the official Whiteout Survival Gift Code Center. Type the code exactly, verify the character before confirming, and collect the reward from in-game mail. The code is a useful free extra, but it does not replace Transfer Passes or guarantee State Transfer eligibility.

Whiteout Survival October State Transfer FAQ
When does the October 2026 State Transfer start?
It starts October 11 at 00:00 UTC and closes October 17 at 23:59:59 UTC. Convert that to your region and follow the in-game countdown for the final deadline.
Can I transfer from Group 12 to a State in Group 13?
No. The published rule allows movement only within the group that contains your current State.
Does a Special Invite remove the Transfer Pass cost?
No. It solves the Power Cap problem for an approved chief in an Ordinary State, but the chief still pays the required passes.
How many Transfer Passes will I need?
The official range is 1-50. Your exact number appears after the event opens and depends on your Transfer Score relative to eligible States.
Should I buy Frost Stars before Phase I?
Usually there is no reason to buy early. Wait until your group, target State, live Power Cap, invitation, open slot, and exact pass shortfall are all confirmed.
The safest sequence is simple: redeem WOS1007 before it expires, identify your group, shortlist two destinations, confirm the target's live status in Phase I, secure an invite if needed, and calculate the pass gap last. That order protects both your account and your budget.











































