Troops
Troop Roles
Section titled “Troop Roles”| Type | Bonus | Role |
|---|---|---|
| Guardsmen (Archers, Spearmen, Riders) | vs. Monsters | PvE foundation. Spearmen carry most (250 units). |
| Specialists (Swordsmen) | 2× attack vs. Players | Primary PvP troop. Spies are scouts; useless in attacks. |
| Engineers | vs. Fortifications | Citadel assaults only. |
| Monsters | High base stats, no type bonus | Generalist combat. Complement all other types. |
| Mercenaries | Various | Hired, not trained. Strong early siege alternative. |
| Battle Griffins | Flying | Unlocked after G5 Guardsmen. Add to any march. |
Combat Mechanics
Section titled “Combat Mechanics”Understanding these three rules is what separates a player who wastes troops from one who farms efficiently.
Targeting
Section titled “Targeting”Each unit type automatically targets the enemy type it deals bonus damage against:
- Spearmen target mounted units.
- Archers target infantry.
- Riders target ranged units.
You can see the exact bonus percentages on each unit’s stat panel. Guardsman I baseline against Arachne is ~39% (Spearmen vs. mounted), ~67% (Archers vs. flying), ~65% (Riders vs. ranged); the modifiers grow with tier.
Turn order
Section titled “Turn order”The first three rounds of combat are deterministic. One side is chosen at random to strike first; the two then alternate for rounds 2 and 3. Round 4 onward is random. This is why stacking matters: if you pile everything into one huge squad of your strongest unit and the enemy strikes first, you lose that entire squad before it ever attacks.
Damage as HP packages
Section titled “Damage as HP packages”Your reward from epic monster fights is based on monsters killed, not raw damage dealt. Think of each monster’s HP as a package size: any damage beyond what’s needed to empty one package carries over to the next, but damage that can’t complete a package is wasted.
Worked example (Arachne sub-monsters, 33,000 HP each):
- 100 Spearmen dealt 188,355 total damage.
- 188,355 / 33,000 = 5.70 → 5 monsters killed, 0.7 monster’s worth wasted.
- 188,355 / 100 ≈ 1,883 damage per Spearman.
- 33,000 / 1,883 ≈ 17.5 → ~18 Spearmen is the minimum squad to guarantee one kill.
Use this math to size squads around whole-monster multiples for the target HP, not around what “looks like enough”.
Troop Stacking
Section titled “Troop Stacking”Choose your strongest unit as the base, then add other troops so each group’s total strength matches. This ensures every squad deals equivalent damage and no single squad is wasted if the enemy strikes first.
Example with base of 2000 Riders IV (580 each = 1,160,000 total): match that total with 3,625 Riders III (320 each), 4,000 Archers IV (290 each), 7,250 Archers III (160 each), etc. Apply the same principle to Monsters, Mercenaries, and Specialists.
Early game vs. late game. Early on, stacking lowers your total theoretical damage but protects you from the first-strike scenario above; reward variance drops and net income rises. Late game, stacking outright outperforms un-stacked armies because double-damage and double-attack procs compound across more independent squads.
Citadel Compositions
Section titled “Citadel Compositions”Use the relevant type-bonus captain (Minamoto/Alexander/Leonidas/Wu Zetian) alongside Cleopatra or Aydae. Add Griffins whenever possible. Brann is unnecessary once you have flying units.
| Citadel | Catapults | Troop Type |
|---|---|---|
| Elven Lv10 | 100+ Lv2 | Ranged only |
| Elven Lv15 | 400+ Lv3 (or 200+ Lv4) | Mounted only (G5 easier, G4 possible) |
| Elven Lv20 | 800+ Lv4 (or 400+ Lv5) | Melee only |
| Elven Lv25 | 3,200+ Lv5 | Melee only |
| Elven Lv30 | 8,000+ Lv6 | Melee only |
| Cursed Lv20 | 2,200+ Lv4 | Melee only |
| Cursed Lv25 | 7,800+ Lv5 | Melee only |
G6 needed for higher. Mercenary siege engines are a strong early alternative.
Plan the exact mix with the Troop Stack Calculator: restrict tiers to the allowed type and let it balance HP across the catapult and troop stacks.
Ancients’ Treasure (TinMan)
Section titled “Ancients’ Treasure (TinMan)”See the TinMan event page for full strategy. Always include all available Monsters and Mercenaries, and never bring catapults. Beyond that, tune the guardsman mix to the tower level:
| Tower level | Recommended guardsman mix |
|---|---|
| 9–19 | Archers and Riders |
| 20–29 | Riders |
| 30–45 | Spearmen and Archers |
Second-phase group marches should lean Riders plus monsters and mercenaries, stacked by the rules in Troop Stacking.