Data Insights

How Migration Groups Are Built — The Rules Behind 35 Groups

Updated 2026-09-24 lastwarhub.com

Group layout as of our 22 September 2026 recompute: 35 groups covering 2,304 servers. Look up your own group in the Season Clock and shortlist targets with the migration finder.

Every time a migration (Transfer Surge) window opens, someone asks in alliance chat: “how far can we move?” The game shows you a list of eligible servers when the window is open — and that’s it. No rule, no map, nothing you can plan around ahead of time.

While writing our migration reports we collected those lists several times and worked backwards. Short answer: groups follow a pretty tidy rule set. Longer answer: it gets twisted for the oldest servers and for servers sitting on a season boundary, and we got both of those wrong before we got them right.

Rule 1: group size tracks season

Season of the group’s serversGroup size
Season 0–332 servers
Season 464 servers
Season 5+128 servers

Plausibly, older servers thin out, so the game widens the pool as they age. Laid out along server number, today’s 35 groups look like this:

The 35 migration groups laid out along server number #3–#164 · 160 · S6 #165–#292 · 128 · S6 #293–#420 · 128 · S6 #421–#548 · 128 · S6 #549–#676 · 128 · S6 #677–#804 · 128 · S6 #805–#932 · 128 · S6 #933–#1060 · 128 · S6 #1061–#1188 · 128 · S5 #1189–#1316 · 128 · S5 #1317–#1444 · 128 · S5 #1445–#1508 · 64 · S4 #1509–#1572 · 64 · S4 #1573–#1636 · 64 · S4 #1637–#1668 · 32 · S4 #1669–#1700 · 32 · S3 #1701–#1732 · 32 · S3 #1733–#1764 · 32 · S3 #1765–#1796 · 32 · S3 #1797–#1828 · 32 · S3 #1829–#1860 · 32 · S2 #1861–#1892 · 32 · S2 #1893–#1924 · 32 · S2 #1925–#1956 · 32 · S2 #1957–#1988 · 32 · S2 #1989–#2020 · 32 · S2 #2021–#2052 · 32 · S2 #2053–#2084 · 32 · S2 #2085–#2116 · 32 · S2 #2117–#2148 · 32 · S1 #2149–#2180 · 32 · S1 #2181–#2212 · 32 · S1 #2213–#2244 · 32 · S1 #2245–#2276 · 32 · S0 #2277–#2308 · 32 · S0 #3 #500 #1000 #1500 #2000 #2308 early exception (3–164) 128 64 32 Older servers (left) sit in bigger groups — 64 from Season 4, 128 from Season 5
Old servers (left) sit in 128-server groups, the Season 4 band in the middle in 64s, and the newest servers in 32s. The red block at far left is the early-server exception.

Count-wise: 11 groups of 128 (including the early exception), 3 of 64, and 21 of 32.

Rule 2: boundaries snap to a grid anchored at 37

Group edges look oddly random at first — 293–420, 421–548, 1445–1508. Line them up and there’s a grid with server 37 as the origin: 37 + 128k gives 165, 293, 421, 549, 677… Season 4 and Season 0–3 groups are just those 128-cells split into 64s and 32s. So 1445–1572 splits into 1445–1508 and 1509–1572; 1637–1700 splits into 1637–1668 and 1669–1700.

Why that matters: when a group grows, the game doesn’t draw a new line — it merges neighbouring cells. Two 32s become a 64 once both are Season 4; two 64s become a 128 once both are Season 5. That makes group changes somewhat predictable.

Rule 3: a group waits for its slowest member

Our first model computed each server’s season and sized the group from that. It blew up in a very specific way.

Servers #1444 and #1445 opened on the same day (23 March 2025). #1444 made the Season 5 wave; #1445 stayed in Season 4. Our age-based model bumped #1445 to Season 5 anyway and produced a one-member 128-group “1445–1572” overlapping two real 64-groups. One server in two groups at once — obviously wrong.

The fix: size a cell by the minimum season of everyone who’d be in it. A 128-cell needs all 128 servers at Season 5+; one straggler at Season 4 and it stays as two 64s. Given that seasons arrive in waves, that’s the natural rule anyway.

You can see it on today’s map at 1637–1668: Season 4 servers, but a 32-group. To become a 64 it needs its partner 1669–1700 at Season 4 too, and those are still Season 3. The day they move up, the two merge into 1637–1700.

Adding this rule cut our group count from 39 to 36 and eliminated every “no migration target” server.

The early exception: 3–164 and 165–292

The oldest servers ignore the grid. We originally modelled them as 3–68, 69–196 and 197–292. In mid-September a player reported that 3–164 was showing up as one group, and after further checking it was confirmed on 22 September as 3–164 and 165–292.

The clue was there in hindsight: Champion War grouping pools had been cut at 69–164, 165–196 and 197–292. And 165 is 37 + 128 — so the early servers were being folded into the same grid after all. 3–164 is the 37–164 cell stretched down to server 3, which is why it’s a bit bigger than a normal 128 (160 servers).

That brings us to 35 groups. If similar merges show up elsewhere, we’ll patch the confirmed edges as constants rather than invent a grand new rule. We learned that the hard way: we once reshaped the model around a single report, the report got withdrawn, and we had to roll it back.

How do we know it’s right?

For the four windows we’ve covered (293–420, 421–548, 549–676, 677–804) we compared hero-power lists before and after migration using exactly these group ranges. In the 677–804 report every account could be matched by uid across the move — if the range had been wrong, we’d have seen accounts appearing from, or vanishing to, nowhere. The details are in each migration report.

There’s circumstantial support too: Desert War matchmaking pools break at the same edges (420, 676). Several systems seem to share one skeleton of server blocks.

Using this to plan a move

  • Ask whether your group is about to grow. If you’re in a 32 and the neighbouring cell is about to reach your season, the next window may open as a 64 — twice the targets. If you’re not in a hurry, waiting one window can be worth it.
  • Stay inside your wave where you can. 128-groups line up closely with Season 5/6 waves, so moving within one keeps your season rhythm. In mixed groups like the early exception, check the target server’s season start separately.
  • Seats are contested group-wide. Migration seat tiers are fought over with everyone in your group, not just your server. Wider group, more competition. Check the target’s top-end power on the finder before you commit.

Caveats

The game does not publish migration groups. This is a model rebuilt from lists we observed and reports players sent in, and there may be more exceptions like the early block. Season calls lean on an age rule in places, so boundary servers can be a window early or late. If the in-game list disagrees with us, the game is right — and telling us about it is the fastest way to fix the model.


Unofficial fan-site content · no partnership or sponsorship with the developer · the in-game eligible-server list always wins.

By: lastwarhub.com