Skip to content
Reset in: -
Reset in: -

Troops

TypeBonusRole
Guardsmen (Archers, Spearmen, Riders)vs. MonstersPvE foundation. Spearmen carry most (250 units).
Specialists (Swordsmen)2× attack vs. PlayersPrimary PvP troop. Spies are scouts; useless in attacks.
Engineersvs. FortificationsCitadel assaults only.
MonstersHigh base stats, no type bonusGeneralist combat. Complement all other types.
MercenariesVariousHired, not trained. Strong early siege alternative.
Battle GriffinsFlyingUnlocked after G5 Guardsmen. Add to any march.

Understanding these three rules is what separates a player who wastes troops from one who farms efficiently.

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.

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.

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”.

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.

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.

CitadelCatapultsTroop Type
Elven Lv10100+ Lv2Ranged only
Elven Lv15400+ Lv3 (or 200+ Lv4)Mounted only (G5 easier, G4 possible)
Elven Lv20800+ Lv4 (or 400+ Lv5)Melee only
Elven Lv253,200+ Lv5Melee only
Elven Lv308,000+ Lv6Melee only
Cursed Lv202,200+ Lv4Melee only
Cursed Lv257,800+ Lv5Melee 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.

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 levelRecommended guardsman mix
9–19Archers and Riders
20–29Riders
30–45Spearmen and Archers

Second-phase group marches should lean Riders plus monsters and mercenaries, stacked by the rules in Troop Stacking.