Think Rock/Paper/Scissors. Ground beats Ranged beats Mounted beats Ground.
Boss Monsters are considered Ground, so that is why Mounted works best against them. Although Ground beats Ranged, sending Ranged is okay if the bulk of the army being sent is Mounted.
Each troop has their Technical Level displayed on their picture in Roman Numerals. Most players refer to this as a troop’s T level. So they will call them T5 troops or T10 troops, etc.
Here is what you should send, bare minimum (with LOTS of healing), to defeat each Boss Monster (results may vary depending on research, General, Monarch Gear, etc.):
1.Zombies = 12,500 T5s or 25,000 T4s or 50,000 T3s or 100,000 T2s
2.Red Caps = 12,500 T6s or 25,000 T5s or 50,000 T4s or 100,000 T3s
3.Centaurs = 12,500 T7s or 25,000 T6s or 50,000 T5s or 100,000 T4s
4.Skeleton Dragons = 12,500 T8s or 25,000 T7s or 50,000 T6s or 100,000 T5s
5.Werewolves = 12,500 T9s or 25,000 T8s or 50,000 T7s or 100,000 T6s
6.Manticores = 12,500 T10s or 25,000 T9s or 50,000 T8s or 100,000 T7s
7.Yashas = 12,500 T11s or 25,000 T10s or 50,000 T9s or 100,000 T8s
8.Perytons = 12,500 T12s or 25,000 T11s or 50,000 T10s or 100,000 T9s
9.Minotaurs = 12,500 T13s or 25,000 T12s or 50,000 T11s or 100,000 T10s
10.Griffins = 12,500 T14s or 25,000 T13s or 50,000 T12s or 100,000 T11s
Try to avoid sending multiple levels of Mounted troops. Sending multiple levels can also result in greater healing costs. It is better to wait until you have enough of the right T level of just Mounted troops than it is to send multiple T levels of Mounted troops or to send multiple types of troops (especially Ground or Siege).
Also, research can make a big difference in whether your Mounted troops succeed and with how many wounded you receive. Therefore, research Mounted troop attack, defense, hit points, etc. in your Academy.
Your General and his/her equipment play a big role in whether your troops succeed or not. The higher level the General is, the better he will do. Also, Spears work really well to increase Mounted troop attacks, and other items and skills that a General may have increase Mounted troop abilities. So equip the General you want to be your main Boss Fighting General with your best Spear, armor, items, and skills that gives bonuses to Mounted troops.
Your Monarch Power Level determines your Chances. Your Chances are either: Extremely Low, Low, Medium, High or Extremely High. If your Monarch Power Level is within roughly 90% of the Boss’ Power Level, your Chances will be Extremely High. 75-89% is High. 50-74% is Medium. 25-49% is Low and anything below 25% is Extremely Low.
Don’t be fooled by this. Your Monarch Power could be greater than a Boss’ Power and you will still lose if you don’t have enough of the right troops. Likewise, your Monarch Power could be way lower than the Boss’ Power and you will still win if you have enough of the right troops.
Finally, when you get to Level 21 Keep, you can build a Pasture. This allows you to activate spiritual beasts. One of the spiritual beasts, the Bird, increases Mounted troop abilities. So once you reach Level 21 Keep, build up your Pasture until you are able to start activating your Bird spiritual beast. Then attach the Bird to your Boss Fighting General. It is almost like a piece of equipment.
City Warfare (PVP)
Victory in city warfare occurs when one side wipes out all the troops of the other. Defenders always have the advantage. Aside from having walls, an archer tower and traps, Defenders can have their full army sent into the fight. The Attackers are limited by their total Troop March Size (based on Rally Point, Research, and Monarch Gear plus any items used).
Sieges are really important for city fighting, but only if they have they are supporting other troops. This is because Siege Machines support all types of troops but are super weak to all troop types. They are slow but have the best range. So while the other troop types battle, Sieges will target the walls of the city and enemy troops, doing lots of damage each turn from a distance.
Battle is turn by turn at super fast speeds. Battle starts 2 spaces away from the longest range. So if you are facing Ranged Troops that have a range of 350 spaces, the battle will begin 352 spaces away. Likewise, if you have Sieges with a range of 500, the battle would start at 502 spaces away. Keep in mind that Traps and Archer Tower also have a range, but Sieges have the best range.
Traps kill Ground. Fire Arrows kill Siege. Rocks kill Ranged. Abitis kill Mounted.
The best defense in PVP and Undead Invasion is Ground and Ranged. Sieges are a good defense, but again that is only if they are not alone. Keep in mind Siege can't be wounded. They can only be destroyed. You will have to spend gems to repair them or simply build new ones.
Best offense is Mounted and Ranged. However, Ground is important if your enemy is defending with primarily Ranged, Archer Towers, Fire Arrows, etc.
Examples of How Battles Work
Ground vs. Boss
Note: This is all theory based on my evaluation of stats and Battle Reports and so forth. However, it should give you a basic idea of how battles are fought. I have tested this out to see if I can get a full grasp of it. To the best of my knowledge, this seems to be how combat works:
I sent 3,997 T8 Ground troops and no General. With my buffs and research my Ground troops have the following stats:
Attack 955
Defense 2,963
HP 5,100
Speed 350
Range 50
This was not enough to kill the Werewolf, and he defeated me. He did 400 wounded. Therefore, I concluded the following:
Werewolf's Attack = 3,473. Defense and HP were high enough that my Ground troops were not powerful enough to kill him.
So I think the battle occurred in the following sequence:
Battle begins 2 squares away from the highest range. Since both my Ground troops and the Werewolf, I am guessing, have 50 as a Range, this would be 52 squares away. Regardless of whether the Werewolf has a higher Speed or not, it seems that as soon as combatants collide they simultaneously attack and defend against one another. So it seems that combat occurs in turns, but simultaneously. Then, when they attack one another, you total up all the values and compare.
Total Defense Power of all troops combined = 11,843,111
Total HP Power of all troops combined = 20,384,700
Total HP Lost from the Werewolf's attacks = 2,040,000
Therefore, the Werewolf did a total damage = 13,883,111 (adding Total Defense to Total HP lost)
Werewolf's Attack Power = 3,473 (divide Total Damage by Total number of troops)
So in reverse, the Werewolf deals 3,473 of damage for each troop that attacks him. So you multiply his Attack by the total number of troops. This equals 13,883,111 of Total Damage Done to the Ground troops. This is subtracted by the Total Troop Defense. Total Troop Defense is your total number of troops multiplied by the Troop Defense of 2,963 which equals 11,843,111. So, 13,883,111 - 11,843,111 = 2,040,000 of Total HP Lost. To determine how many troops are wounded, then, you take 2,040,000 and divide it by the Troop HP value of 5,100. This is 400. Therefore, I lost 400 troops.
I think Kill Rate has something to do with this as well. It seems to me that unless your troops deal 50% or more damage off the Boss in the first round, they retreat to save you from more casualties. This is a guess, but it is based on one of the examples below with Multiple Mounted and Multiple Types vs. Boss.
Mounted vs. Boss
So I tried attacking this same Werewolf again with T8 Mounted and no General. I used 20,000 troops. Here are there stats with buffs:
Attack 2,682
Defense 1,740
Speed 600
Range 50
Mounted are supposed to be super effective to Ground (and therefore Bosses), so I determined that the buff that is added is an additional 60% buff to their value. It's not double. This would then increase my troops to the following totals:
Super Effective Attack = 4,291
Super Effective Defense = 2,784
Super Effective HP = 6,979
This means that my combined values are then:
Total Attack = 85,824,000
Total Defense = 55,680,000
Total HP = 139,584,000
Against 20,000 troops, the Werewolf's Attack would then be 69,460,000, dealing a total of 13,958,400 damage to my Total Troop HP.
Therefore, 13,958,400 divided by 6,979 HP per trooper is 2,000 Total Wounded Troops.
This then means that the Werewolf's Defense and HP must still be higher than the Total Attack of my Mounted troops, since I didn't kill him. This means that the Werewolf's Defense is probably higher than 4,694.
Mounted + General vs Boss
So I did another test. I sent 20,000 T8 Cavs with a General. My General's stats are as follows:
Leadership = 312
Attack = 326
Defense = 320
Politics = 304
After hitting the Werewolf, I killed him but with 1,281 Wounded. So I can only conclude that the General's stats added about 4,839,901 to the Mounted troops Total Defense of 55,680,000 for a total of 60,519,901 against the Werewolf's Total Attack of 69,460,000. That's about a 9% increase (not sure how that is figured). If I apply that same 9% increase to the Troop's Total Attack, then their Total Attack value is increased to 93,284,123 (raising it from 85,824,000). If the Werewolf's Defense is roughly 4250, making his Total Defense 85,000,000, then the Total HP the Werewolf loses is 824,000.
Thus, I am guessing that the Werewolf's stats are as follows:
Attack = 3,473
Defense = 4,250
HP = Who knows? I mean, this value is not really as important since if your troops' Total Attack is over the Werewolf's Total Defense, you are going to kill him. It's not like he would multiply his HP by the total number of troops you have like you do with Attack and Defense. Therefore, if your Attack is over the Boss's Defense you will likely kill him.
Speed = 350 (I'm just guessing it's about the same as Ground.)
Range = 50 (Again, guessing based on Ground troop stats.)
Multiple Mounted and Multiple Types vs Boss
This being said, it is likely that if you add Ranged troops or Sieges to the battle, this is going to increase the Range that the battle starts at. Ranged troops have a Range of 500 and Sieges have a Range of 1,400. So the battle would begin at 502 spaces away for if you throw even 1 Ranged troop into the battle or 1,402 for even 1 Siege. This changes things only a little. Ranged troops have a Speed of 100 and Sieges a Speed of 75. So the first round of combat would see the Werewolf and the Mounted troops battle one another. The Ranged would not be touched because they are 52 squares away and the Werewolf's Range is only 50. Likewise, the Sieges would be 1,075 squares away, so the Werewolf would not be able to attack them either. Only the Cavs would suffer losses.
I'm not sure, but my guess is that the Attack of all units would somehow combine to take out the Werewolf. I threw a bunch of Cavs of multiple tiers, some Ranged and some Sieges at a Werewolf. I killed him and suffered heavy losses of Cavs, about 5,500 of them. I didn't suffer any losses on Ranged but my Sieges suffered almost 700 losses. So it's still a mystery to me exactly how it all works. Technically, from a battlefield standpoint, the Werewolf should have hit the Ranged troops before the Sieges. So why were there no Ranged wounded but Sieges did die?
My best guess is that Ranged troops retreat when an enemy is advancing too close to them. Therefore, this is how I think the battle was played out:
Round 1 sees the Werewolf move 350 squares from 1,402 to 1,052. The Cavs move at the same time, making the distance between them and the Werewolf only 452. The Ranged move 100 squares so that there is 952 squares between them and the Werewolf. The Sieges move away 75 squares since the Werewolf is easily within their range and they fire at him dealing some damage as well. So they move to 1,127 squares away.
Round 2, the Werewolf moves another 350 while the Cavs move 600. They clash with the Werewolf, all of them, and suffer damage. The Werewolf is now 602 squares from the Ranged troops, and they move 100 squares away so that it is now 702 squares between them. The Werewolf is getting too close. The Sieges again move 75 squares away, so they are 852 squares between the Sieges and the Werewolf.
Round 3, the Werewolf moves 350, the Cavs loop around and attack again. Again they take damage and deal damage. The Archers are now with 500 squares, so they withdraw a bit. They withdraw 100 squares to 452 spaces away. The Werewolf is now in range, and so they move and shoot him as they retreat. The Sieges are now at 502 squares away.
Round 4, the Werewolf continues moving 350 squares closer to his targets. The Cavs continue to loop around. The Archers move 100 squares away and the Sieges move 75. Now the Ranged troops are 202 squares away from the Werewolf and firing at him and the Sieges are only 227 squares away.
Round 5, the Werewolf moves 350 again. Now he is on top of the Sieges and pummels a bunch of them, plus a bunch of Cavs. The Ranged are also able to be hit, but I'm guessing that at this point between the Cavs and the Sieges, all the HP was distributed and there was nothing for the Ranged troops to suffer before they all killed the Werewolf.
I'm also guessing that Speed has something to do with this. Since both Sieges and Ranged were now the same distance from the Werewolf, the slowest target gets the hits before the faster targets. Since Ranged are 100 Speed and Sieges are 75, the Sieges took the hits.
Boss Monsters are considered Ground, so that is why Mounted works best against them. Although Ground beats Ranged, sending Ranged is okay if the bulk of the army being sent is Mounted.
Each troop has their Technical Level displayed on their picture in Roman Numerals. Most players refer to this as a troop’s T level. So they will call them T5 troops or T10 troops, etc.
Here is what you should send, bare minimum (with LOTS of healing), to defeat each Boss Monster (results may vary depending on research, General, Monarch Gear, etc.):
1.Zombies = 12,500 T5s or 25,000 T4s or 50,000 T3s or 100,000 T2s
2.Red Caps = 12,500 T6s or 25,000 T5s or 50,000 T4s or 100,000 T3s
3.Centaurs = 12,500 T7s or 25,000 T6s or 50,000 T5s or 100,000 T4s
4.Skeleton Dragons = 12,500 T8s or 25,000 T7s or 50,000 T6s or 100,000 T5s
5.Werewolves = 12,500 T9s or 25,000 T8s or 50,000 T7s or 100,000 T6s
6.Manticores = 12,500 T10s or 25,000 T9s or 50,000 T8s or 100,000 T7s
7.Yashas = 12,500 T11s or 25,000 T10s or 50,000 T9s or 100,000 T8s
8.Perytons = 12,500 T12s or 25,000 T11s or 50,000 T10s or 100,000 T9s
9.Minotaurs = 12,500 T13s or 25,000 T12s or 50,000 T11s or 100,000 T10s
10.Griffins = 12,500 T14s or 25,000 T13s or 50,000 T12s or 100,000 T11s
Try to avoid sending multiple levels of Mounted troops. Sending multiple levels can also result in greater healing costs. It is better to wait until you have enough of the right T level of just Mounted troops than it is to send multiple T levels of Mounted troops or to send multiple types of troops (especially Ground or Siege).
Also, research can make a big difference in whether your Mounted troops succeed and with how many wounded you receive. Therefore, research Mounted troop attack, defense, hit points, etc. in your Academy.
Your General and his/her equipment play a big role in whether your troops succeed or not. The higher level the General is, the better he will do. Also, Spears work really well to increase Mounted troop attacks, and other items and skills that a General may have increase Mounted troop abilities. So equip the General you want to be your main Boss Fighting General with your best Spear, armor, items, and skills that gives bonuses to Mounted troops.
Your Monarch Power Level determines your Chances. Your Chances are either: Extremely Low, Low, Medium, High or Extremely High. If your Monarch Power Level is within roughly 90% of the Boss’ Power Level, your Chances will be Extremely High. 75-89% is High. 50-74% is Medium. 25-49% is Low and anything below 25% is Extremely Low.
Don’t be fooled by this. Your Monarch Power could be greater than a Boss’ Power and you will still lose if you don’t have enough of the right troops. Likewise, your Monarch Power could be way lower than the Boss’ Power and you will still win if you have enough of the right troops.
Finally, when you get to Level 21 Keep, you can build a Pasture. This allows you to activate spiritual beasts. One of the spiritual beasts, the Bird, increases Mounted troop abilities. So once you reach Level 21 Keep, build up your Pasture until you are able to start activating your Bird spiritual beast. Then attach the Bird to your Boss Fighting General. It is almost like a piece of equipment.
City Warfare (PVP)
Victory in city warfare occurs when one side wipes out all the troops of the other. Defenders always have the advantage. Aside from having walls, an archer tower and traps, Defenders can have their full army sent into the fight. The Attackers are limited by their total Troop March Size (based on Rally Point, Research, and Monarch Gear plus any items used).
Sieges are really important for city fighting, but only if they have they are supporting other troops. This is because Siege Machines support all types of troops but are super weak to all troop types. They are slow but have the best range. So while the other troop types battle, Sieges will target the walls of the city and enemy troops, doing lots of damage each turn from a distance.
Battle is turn by turn at super fast speeds. Battle starts 2 spaces away from the longest range. So if you are facing Ranged Troops that have a range of 350 spaces, the battle will begin 352 spaces away. Likewise, if you have Sieges with a range of 500, the battle would start at 502 spaces away. Keep in mind that Traps and Archer Tower also have a range, but Sieges have the best range.
Traps kill Ground. Fire Arrows kill Siege. Rocks kill Ranged. Abitis kill Mounted.
The best defense in PVP and Undead Invasion is Ground and Ranged. Sieges are a good defense, but again that is only if they are not alone. Keep in mind Siege can't be wounded. They can only be destroyed. You will have to spend gems to repair them or simply build new ones.
Best offense is Mounted and Ranged. However, Ground is important if your enemy is defending with primarily Ranged, Archer Towers, Fire Arrows, etc.
Examples of How Battles Work
Ground vs. Boss
Note: This is all theory based on my evaluation of stats and Battle Reports and so forth. However, it should give you a basic idea of how battles are fought. I have tested this out to see if I can get a full grasp of it. To the best of my knowledge, this seems to be how combat works:
I sent 3,997 T8 Ground troops and no General. With my buffs and research my Ground troops have the following stats:
Attack 955
Defense 2,963
HP 5,100
Speed 350
Range 50
This was not enough to kill the Werewolf, and he defeated me. He did 400 wounded. Therefore, I concluded the following:
Werewolf's Attack = 3,473. Defense and HP were high enough that my Ground troops were not powerful enough to kill him.
So I think the battle occurred in the following sequence:
Battle begins 2 squares away from the highest range. Since both my Ground troops and the Werewolf, I am guessing, have 50 as a Range, this would be 52 squares away. Regardless of whether the Werewolf has a higher Speed or not, it seems that as soon as combatants collide they simultaneously attack and defend against one another. So it seems that combat occurs in turns, but simultaneously. Then, when they attack one another, you total up all the values and compare.
Total Defense Power of all troops combined = 11,843,111
Total HP Power of all troops combined = 20,384,700
Total HP Lost from the Werewolf's attacks = 2,040,000
Therefore, the Werewolf did a total damage = 13,883,111 (adding Total Defense to Total HP lost)
Werewolf's Attack Power = 3,473 (divide Total Damage by Total number of troops)
So in reverse, the Werewolf deals 3,473 of damage for each troop that attacks him. So you multiply his Attack by the total number of troops. This equals 13,883,111 of Total Damage Done to the Ground troops. This is subtracted by the Total Troop Defense. Total Troop Defense is your total number of troops multiplied by the Troop Defense of 2,963 which equals 11,843,111. So, 13,883,111 - 11,843,111 = 2,040,000 of Total HP Lost. To determine how many troops are wounded, then, you take 2,040,000 and divide it by the Troop HP value of 5,100. This is 400. Therefore, I lost 400 troops.
I think Kill Rate has something to do with this as well. It seems to me that unless your troops deal 50% or more damage off the Boss in the first round, they retreat to save you from more casualties. This is a guess, but it is based on one of the examples below with Multiple Mounted and Multiple Types vs. Boss.
Mounted vs. Boss
So I tried attacking this same Werewolf again with T8 Mounted and no General. I used 20,000 troops. Here are there stats with buffs:
Attack 2,682
Defense 1,740
Speed 600
Range 50
Mounted are supposed to be super effective to Ground (and therefore Bosses), so I determined that the buff that is added is an additional 60% buff to their value. It's not double. This would then increase my troops to the following totals:
Super Effective Attack = 4,291
Super Effective Defense = 2,784
Super Effective HP = 6,979
This means that my combined values are then:
Total Attack = 85,824,000
Total Defense = 55,680,000
Total HP = 139,584,000
Against 20,000 troops, the Werewolf's Attack would then be 69,460,000, dealing a total of 13,958,400 damage to my Total Troop HP.
Therefore, 13,958,400 divided by 6,979 HP per trooper is 2,000 Total Wounded Troops.
This then means that the Werewolf's Defense and HP must still be higher than the Total Attack of my Mounted troops, since I didn't kill him. This means that the Werewolf's Defense is probably higher than 4,694.
Mounted + General vs Boss
So I did another test. I sent 20,000 T8 Cavs with a General. My General's stats are as follows:
Leadership = 312
Attack = 326
Defense = 320
Politics = 304
After hitting the Werewolf, I killed him but with 1,281 Wounded. So I can only conclude that the General's stats added about 4,839,901 to the Mounted troops Total Defense of 55,680,000 for a total of 60,519,901 against the Werewolf's Total Attack of 69,460,000. That's about a 9% increase (not sure how that is figured). If I apply that same 9% increase to the Troop's Total Attack, then their Total Attack value is increased to 93,284,123 (raising it from 85,824,000). If the Werewolf's Defense is roughly 4250, making his Total Defense 85,000,000, then the Total HP the Werewolf loses is 824,000.
Thus, I am guessing that the Werewolf's stats are as follows:
Attack = 3,473
Defense = 4,250
HP = Who knows? I mean, this value is not really as important since if your troops' Total Attack is over the Werewolf's Total Defense, you are going to kill him. It's not like he would multiply his HP by the total number of troops you have like you do with Attack and Defense. Therefore, if your Attack is over the Boss's Defense you will likely kill him.
Speed = 350 (I'm just guessing it's about the same as Ground.)
Range = 50 (Again, guessing based on Ground troop stats.)
Multiple Mounted and Multiple Types vs Boss
This being said, it is likely that if you add Ranged troops or Sieges to the battle, this is going to increase the Range that the battle starts at. Ranged troops have a Range of 500 and Sieges have a Range of 1,400. So the battle would begin at 502 spaces away for if you throw even 1 Ranged troop into the battle or 1,402 for even 1 Siege. This changes things only a little. Ranged troops have a Speed of 100 and Sieges a Speed of 75. So the first round of combat would see the Werewolf and the Mounted troops battle one another. The Ranged would not be touched because they are 52 squares away and the Werewolf's Range is only 50. Likewise, the Sieges would be 1,075 squares away, so the Werewolf would not be able to attack them either. Only the Cavs would suffer losses.
I'm not sure, but my guess is that the Attack of all units would somehow combine to take out the Werewolf. I threw a bunch of Cavs of multiple tiers, some Ranged and some Sieges at a Werewolf. I killed him and suffered heavy losses of Cavs, about 5,500 of them. I didn't suffer any losses on Ranged but my Sieges suffered almost 700 losses. So it's still a mystery to me exactly how it all works. Technically, from a battlefield standpoint, the Werewolf should have hit the Ranged troops before the Sieges. So why were there no Ranged wounded but Sieges did die?
My best guess is that Ranged troops retreat when an enemy is advancing too close to them. Therefore, this is how I think the battle was played out:
Round 1 sees the Werewolf move 350 squares from 1,402 to 1,052. The Cavs move at the same time, making the distance between them and the Werewolf only 452. The Ranged move 100 squares so that there is 952 squares between them and the Werewolf. The Sieges move away 75 squares since the Werewolf is easily within their range and they fire at him dealing some damage as well. So they move to 1,127 squares away.
Round 2, the Werewolf moves another 350 while the Cavs move 600. They clash with the Werewolf, all of them, and suffer damage. The Werewolf is now 602 squares from the Ranged troops, and they move 100 squares away so that it is now 702 squares between them. The Werewolf is getting too close. The Sieges again move 75 squares away, so they are 852 squares between the Sieges and the Werewolf.
Round 3, the Werewolf moves 350, the Cavs loop around and attack again. Again they take damage and deal damage. The Archers are now with 500 squares, so they withdraw a bit. They withdraw 100 squares to 452 spaces away. The Werewolf is now in range, and so they move and shoot him as they retreat. The Sieges are now at 502 squares away.
Round 4, the Werewolf continues moving 350 squares closer to his targets. The Cavs continue to loop around. The Archers move 100 squares away and the Sieges move 75. Now the Ranged troops are 202 squares away from the Werewolf and firing at him and the Sieges are only 227 squares away.
Round 5, the Werewolf moves 350 again. Now he is on top of the Sieges and pummels a bunch of them, plus a bunch of Cavs. The Ranged are also able to be hit, but I'm guessing that at this point between the Cavs and the Sieges, all the HP was distributed and there was nothing for the Ranged troops to suffer before they all killed the Werewolf.
I'm also guessing that Speed has something to do with this. Since both Sieges and Ranged were now the same distance from the Werewolf, the slowest target gets the hits before the faster targets. Since Ranged are 100 Speed and Sieges are 75, the Sieges took the hits.
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