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The Ultimate Evony Battle Guide

An Evony Battle Guide, for players who want to understand more about battle mechanics, how troops interact, and logical army compositions to can work towards.


An Evony Battle Guide, for players who want to understand more about battle mechanics, how troops interact, and logical army compositions to can work towards.

Follow this guide closely, and you will understand battlese much better, and soon be creating focused and powerful armies to crush your enemies! Muahaha!

Last Updated: January 11 2021.

Table of Contents:

  1. Battle Mechanics
  2. What to Build First?
  3. Army Compositions
  4. How to Increase Your Fighting Strength

Battle Mechanics

Troops

There are 4 types of troops in Evony: Ground, Ranged, Mounted, and Siege.

There is a rock-paper-scissors relationship between the first three types of troops. This is revealed in the description of the troop-producing buildings – Barracks, Archer Camp, Stables, and Workshop.

  • Ground beats Ranged
  • Ranged beats Mounted
  • Mounted beats Ground
  • Siege is neutral

When a troop fights against what it naturally counters, it is significant and very noticeable.

If you battled Ground against Ranged in a neutral situation (like a temple) with equal numbers and equal buffs, you would see Ground dominate. Maybe around 80% of the Ground would still be standing at the end. Same goes for the other relationships.

In practice, the speed and range stats (next section) also create hidden advantages/disadvantages.

  • Ranged super-duper kills Mounted, due to extra attacks from outranging.
  • Ranged doesn’t perform quite as badly as you’d think against Ground, for the same reason. And superior stats/numbers can let ranged defeat ground without taking damage.
  • Siege super-duper kills Ranged, since it gets like 12-14 free turns of attacking. Due to massive range difference and slow Ranged speed.
  • Mounted and Ground demolish siege, since they can approach with quick walking speed and high stats.

Stats

Troops have 5 stats that affect battle in different ways.

Attack – Increases damage dealt
Defense – Reduces damage received
HP – Lets troop withstand more damage before dying
Range – Indicates how far away the troop can attack
Speed – Indicates how far the troop can move in a single round

Those last 2 stats hint at layout of the battlefield itself. They will make more sense after you read the next section.


Note: Common Misconception

Many people think something along the lines of… Attack is used when attacking other cities, Defense is used when defending your city, HP is used all the time…

Not the case at all. Every stat comes into play during every battle. Both armies attack and defend against each other at the same time. If you’re familiar with other RPG-style games including Final Fantasy, Pokemon, or Dungeons and Dragons, this should make sense.

These screens get a little wonky to explain, because the green numbers have been affected by buffs from my research and probably a few other things like monarch gear.

But the broad strokes are this:

  • Mounted have huge attack, defense, HP, and speed. They’re the best choice for PvM (player vs monster) due to their huge stats, especially that tremendous attack. Their main issues in PvP (player vs player) are their small attack range, plus their tendency to run out in front of everything else and take all the fire, especially from their weakness – ranged troops.
  • Ranged have pretty good stats. Their big advantage is their range, which lets them fire on mounted/ground for free before they can run up close.
  • Ground have awesome stats. They’re just a bunch of solid buggers really. Only issue I can see with them is that they’re weak to mounted, which most people build a ton of for bosses.
  • Siege are pretty weak, but incredibly long range. They get to attack more times during battle than anybody else, because they don’t have to waste time walking.


Xy speculation:

I think mounted and ground unofficially counter siege, due to the insane stat difference. Mounted and ground can close the distance in just a few rounds , and begin dominating siege with their 5-7x higher stats.

Siege unofficially counter ranged, because ranged troops aren’t all that much stronger statwise, but they have to slowly walk 100 per turn until they get in range of the siege. Meanwhile siege gets to fire on them for 10+ turns.

If you’re like wha? You may want to come back to this note after reading some later sections. I really didn’t know where else to put this note though. Cheers.

The Battlefield

Battlefield

This picture is the best way to imagine things.

Each army starts on opposite side of the battlefield – with a distance between them equal to the longest ranged troop in play. That’s usually from the highest level siege, involved in the battle, with maybe 2000 or more range.

The defender gets to use absolutely all the troops they have in the city, while the attacker is limited by their march size. The defender’s troops are led by their wall general, while the attackers are obviously led by the general they chose when attacking.

The troops begin to move towards each other and act independently.

  • Siege begins to attack because it can already reach the enemy.
  • Ranged steps forward 100.
  • Ground steps forward 350.
  • Mounted steps forwards 600.
  • That was one round of battle.

Troops will keep following this behavior. Firing if there is something within their attack range, or walking forward if there is not.

Very soon:

  1. Mounted troops meet in the middle of the battlefield and start damaging each other.
  2. Ground Troops reach the melee in the middle and begin fighting with Mounted and Ground. They’ll stay here until one side’s melee troops are defeated.
  3. Ranged troops eventually get to a position ~600 away from enemy Mounted and/or Ground troops and begin to fire. They will stay here until they get killed, or until they have no targets to fire at (and then will continue to walk forward)
  4. This entire time, Siege is at the back of the battlefield firing away.
  5. Eventually, one side has nothing but siege left, and the other sides remaining troops walk toward the siege and try to finish the job.

The battle is over when one side’s forces have been totally defeated.


This part is speculation, but I think troops will aim at their favorite target, if possible. For instance, if Ranged troops can see both Mounted and Ground, I think they will prefer to shoot the mounted.

Another thing is that Siege seems to target back to front. So they will aim at enemy siege if they can reach them, or Ranged troops if not.

The game calculates all of these complicated battle mechanics and processes instantly, and then sends each player the report with the results.

Reading a Battle Report

The battle ends when one side is totally defeated and all their troops are dead or wounded.

Quick couple of notes.

  1. If an attacker loses the battle, all their troops will be dead – other than those which were saved by “death to survival” or “death to wounded.” The hospital wouldn’t normally come into play except for death to wounded.
  2. If a defender loses the battle, all their troops will be saved by the hospital if possible. If the hospital fills up, that is when they will begin to die.
Battle Report 1

Here is the “non-detailed” part of the report. Haha! I’ll go through what we see line by line.

  • Total Power: Just says what size the city + reinforcements are. So this accurately shows the size of the defending force, but not the attacking force which is limited to 1 march of troops.
  • Lost Power: Very important. Gauges who got the better of the exchange. As you can see, this punk lost 92.2m power worth of troops, while I only lost 11mil. Hah!
  • Total Troops: Says how many troops were involved in the battle, but nothing about what level. It could be 8 million Tier 1 against 1.2 million Tier 14 for all we know, until we look closer.
  • Survived: Troops that didn’t die. Or were saved from death with “death to survival”
  • Wounded: Troops sent to the hospital.
  • Deserter: Doesn’t apply to Battlefield or Server War. Otherwise, it’s a mechanic where troops that should be dead turn into deserters instead, and are kept in the Holy Palace
  • Killed: They’re dead and gone, never to be seen again. Yikes.
  • Captured: Just a little thing where opposing dead troops can go into a player’s prison and put to work later for resources or prestige.
  • Holy Palace Troop Soul: Another holy palace mechanic which gives an alternative to dead or wounded. It’s a bit more costly than wounded, but far preferred to dead.
  • Reinforcements: All the same as above, but for any troops reinforcing the defender or joining the rally of an attacker.
  • Traps: Self-explanatory
  • Death to Wounded and Death to Survival: A couple of mechanics to make life not so hard on the attackers, who would normally have all their troops die. Academy research, VIP, the general’s Politics stat, and some other factors allow some of them to be saved.
Battle Report 2

The report continues. This is the section I always check when evaluating how tough a player really is.

Like we learned earlier, Attack, Defense, and HP are the variables used in deciding how much damage is given and received during battle. The higher the numbers, the stronger those troops are.

The bottom half of the report also shows “debuffs” which are more available to bigger players (K33+), and are literally reductions to the enemy’s stats. So for instance, this player had 481% ranged attack, but I reduced it by -195%… so it was really like they had 286%. And he’s doing the same back to me, just not as much. Debuffs come from academy research, certain pieces of gear, or general skills (including sub generals). Last thing to know about debuffs, is they are limited to reducing half of the enemy stats. So at the very bottom of the picture, that’s their siege attack being reduced by -215%. That’s the most possible, since they had twice that to begin with, 430%.

At the very bottom of a report is a Battle Detail button, which shows you the fate of every troop involved in the battle. You can see exactly which troops scored kills, which troops died, which troops went to the hospital, which ones deserted, and so on. It’s a lot to scroll through, but I do recommend checking out the details of interesting battles.

I know this section has been long, but that’s honestly the most brief I could be on these basics of battle. I’ve noticed a lot of players struggle with these concepts. How you use this information to win will be covered in more detail in future sections.

Boss Mechanics

Bosses are much less complicated than PvP.

Your speed and range do not matter in a boss battle. You will always strike first.

If you strike the boss and do not kill it, he will strike back. Then you will hit again. You’ll trade blows back and forth until you win or lose.

You lose if 5% or 10% of your troops get wounded, depending on the situation.

The way to do as well is to use troops with the highest attack – mounted troops. If you do enough damage to win the battle in 1 attack, you will receive 0 wounded. If it takes you 3 attacks, the boss will be able to hit you 2 times in between those, and you’ll receive wounded according to the bosses attack vs your mounted defense and HP.

It all boils down to this. Improve your mounted stats, and especially especially mounted attack % as much as possible with:

  • Your general
  • The general’s equipment
  • Monarch gear
  • Academy research (Military tree. 100% from Horsemanship alone)
  • Temporary buffs (if you want)


Common misconceptions:

Your total power (circled red in the following picture) doesn’t matter at all for boss battles. That’s more about defending your city

Your “march power” (circled blue in the following picture) and the bosses “march power” do not matter very much at all. March power simply counts your troops, but doesn’t factor in your buffs (ie. mounted attack % increase).

A march power of 50 million from player A with 300% mounted attack is much, much weaker than a march of 50 million power from Player B with 800% mounted attack.

The only place to accurately view your mounted attack, and other buffs, is in a pvp report. Go hit a dead city to check.

Another thing that definitely doesn’t matter is your “odds of winning” that the game sometimes informs you are low. That also does not take into account your buffs, but only the raw number of troops.

Boss Battle

Here are a few more random things about bosses:

1) The boss responds to each attack right after it happens. When people team up, it’s really a bunch of individual attacks in a row. Once everybody has attacked once, it’s the first person’s turn again.

2) Because of the above point, teaming up on a boss is rarely effective. When smaller players add troops into a larger player’s rally, it likely won’t cause the boss to die any faster, and those smaller players will be wounded all the same.

Imagine someone who deals 55% of the bosses health per attack, and 3 other players who deal about 12%. The first player could kill the boss in two attacks, whether the other players added troops in or not. Yet all 4 of them are going to take 1 boss attack and the corresponding wounded. If it was the first player alone, they would still take the same amount of damage – one attack’s worth.

3) The lead rally person is not necessarily the first one who strikes the boss. As far as I can tell, it’s a random order.

My evidence for most of these points is from the same experiment. If you have allies around your strength, you can try this too. For us, it was teaming up on Jr Hydras back when we could barely kill them. Me and two others would take turns starting the rally on a Hydra, and add our full march in. Alone, I would get something like 5,000 wounded at that time.

With two others, we found that usually two people would take 2,500 wounded, and one lucky person would get 0 wounded – they must be the one who attacked 3rd and delivered the killing blow.

The person who got 0 wounded would keep changing. Sometimes it would be the rally leader and sometimes not. We all tried taking turns, and couldn’t find anything predictable about it, so I am pretty sure it’s random.

What to build first?

My Rant

This section about focus is written for players below K33. At K33 (or K35 if you’re patient enough, it’s actually better to wait imo) it’s finally time to start building out all the troop types evenly. Before that, I strongly discourage it.

From what I’ve observed, most people build all 4 troop types constantly. More and more and more of them. Out of every building, all the time.

They think that when they get attacked by someone else, all these troops are going to come to their defense and help win the battle.

Well it doesn’t usually work out that way. In this game, people generally only attack when they know they can crush their opponent. And if you know what you’re doing, it’s very easy to flatten someone smaller than yourself.

It doesn’t matter how many troops of all the types that a K30 player makes. They’ll be completely annihilated by the first K32+ that comes along, who knows what they’re doing.

That’s why I recommend choosing something to focus on.

Pick 1 type of troop. Focus on that. Specifically focus on making a powerful attack. Forget about all the other troops until you get to K33.


Why K33? Because K33 unlocks the final level of forge gear, which is extremely important, and it’s the first keep level that can realistically defend an attack from anybody else in the game, even K35s.

Get the best ranged general you can, get all the research for ranged , put on ranged monarch gear, build skills and gear on the general related to ranged.

Once again, pick 1 type of troop. If you picked ranged, don’t worry about upgrading the barracks/stables/workshop very much. Don’t worry about building up generals to command those other troops, and certainly don’t worry about building a whole bunch of those troops.

If you build all that, and then mainly used ranged in your attacks, then you get the maximum possible %atk/def/hp bonuses for your army.

“But doesn’t ranged lose to ground?” Yes it does. But most people don’t build much ground. And even if they did, if you totally focus and invest in getting ridiculous buffs on your ranged, while the opponent is wishy-washy with their investments, your 600-1100% buffed ranged will cut through their 300-600% buffed ground troops like butter.


A special note on Ranged (AKA Archers)

A pure archer attack is the best thing you can hit a keep with. If it’s a small enough keep to kill in one attack, archers will be your best bet. If it’s a really big keep, archers first is still your best bet, and a ground followup attack could make sense

Why? Remember the section on the layout of the battlefield.

The first thing that comes at you from the enemy side is mounted. So you need to deal with that asap, and of course archers will do that most efficiently.

Then ground comes at you. With enough archers and archer % attack, you can often kill all the enemy ground before they even touch your archers! Or at least kill many of them. Imagine you have 1,500,000 archers and 1000-1100% attack, and they have 500k-1mil ground with 400-600% hp/defense. Even though archers are technically disadvantaged against ground, their buffs and numbers in this situation can overcome that.

If their ground/siege presence is too large, then they are not a good target for a single solo attack. But you can consider a rally, or a 1-2 attack (loss with archers, then win with ground. This hurts you quite a bit, so its more fun in battlefield events).

Anyway, with enough archers and archer attack, due to their range you can obliterate all or most of their mounted/ground before they can reach you.

Then you’re facing down the enemy archers and siege, which … hopefully if you’re fully invested in archer stats with your general and gear, you can easily overcome. Your 1000-1100% attack and 500-700% defense against their 700-800% attack and 300-500% defense. Make sense?

At a high level, pretty much everyone makes their solo attacks with archers, or archers first, due to the above troop interactions. Including against cities.

It’s not impossible to use Mounted, especially against less developed players. But you are going to take more damage, because your Mounted will straight up have to fight their Mounted, and also take a disadvantaged shot or two from their archers. No matter what. So your buffs will need to be tremendously higher than theirs to make a worthwhile attack.

Every resource, gold, and speedup you spend into other troops… takes away from the fact that you could be advancing keep levels and working harder on your favorite troop type.

If you only focus on one troop type, then you don’t need to worry about almost 70% of the research in the military tree until much later. And you can forget about a whole bunch of buildings until later, and keep advancing your Keep, Academy, and other useful buildings for your chosen troop.

Furthermore, I would recommend building just 1 “full march” of your chosen troop type. You’ll save big on costs and still be able to unleash the most powerful possible attack for your size. What exactly a proper march looks like will be discussed in a later section of this guide.

Here’s a note I wrote earlier in my general guide, which applies here as well.

Note: The reason I suggest that you stick to 1 main fighting general for a long time, is because as you advance to higher keep levels it gets incredibly expensive to buy all the research, all the buildings, and all the troops required to fill a march.

To give you a ballpark estimate, to build a full K32 troop march it would take something like… 25-30 billion resources, 15,000-20,000 research stones, 2-3 billion gold, and 15,000-20,000 days of speedups.

Now imagine trying to do that for 4 troop types… and then imagine K35 with T14s!

Not to mention all the cost and effort that goes into building a general with their dragon, gear, refinements, and specialties. I’d say that’s 10x more difficult than the above resource cost.

My motto is, it’s better to be K33 with 1 troop type properly invested in, than K30 with all 4.

If you agree with me, keep reading. If you don’t agree, then this might not be the guide for you from this point on. I’ve written this for players who want to be as strong as possible, given a limited resource budget. Not for people who just want to build everything because they think it’s fun, or they like doing things evenly.

You know what’s not fun? Getting hit by a better player who built with focus and power in mind… and losing all the excess troops that you built for no reason.

What Should I Focus On?

Mounted, or Ranged.

Forget about siege for now. For one thing, it’s way more expensive to heal siege if they get hurt. For another, they’re quite weak if you’re doing a solo attack. They can be nice to add into a rally but that’s another story. And surely you want something that you can also attack with all by yourself, right?

Forget about ground too. They are primarily useful as a follow-up to ranged attacks. Which means they aren’t very good if you don’t have a good ranged attack to hit with first. (Or a teammate to cooperate with).

Mounted:
+ Best troop for killing bosses. This is a very significant point and why most people choose to focus on mounted. Killing bosses helps you and your alliance grow bigger. Every alliance needs a lot of boss killers.
+ Useful for backstabbing players who send their archers out to attack
– Probably the weakest of the 3 for PvP, but still quite good. Has more use in higher level play, when enemies are so big that they take multiple attacks to defeat.
– Usually takes more casualties, even against weaker players.

Ranged:
+ Best troop for PvP. First, because most people build mounted. Second, because if you overwhelm the enemy with higher stats and numbers, they can eliminate mounted/ground from a distance without getting hurt… then approach enemy ranged/siege afterward and overwhelm them with higher stats too.
+Ranged lets you attack weaker players with very few casualties.
+ Even when they lose a battle, they usually at least deal a ton of damage to the enemy mounted who stand at the front of your opponent’s army.
– Disadvantaged against siege. So higher level, bigger players who have invested in siege-based defense will be hard to defeat in one attack. But like mentioned before, ranged is still your best bet for an initial attack… You’ll just need some follow-up.
– Super weak against bosses. You have to rely on teammates to kill bosses and help you grow

Ground:
+ Great troop for lategame PvP. Not so much early on.
+ They decimate enemies that don’t have mounted troops, so they are useful for backstabbing players who sent out their mounted march, for for taking buildings that are full of ranged troops, or as a follow-up attack to a ranged attack that was sacrificed to kill the mounted troops of a large player.
– Takes casualties, even against weaker players.
– Not good for attacking cities with a lot of mounted inside

All of the above types are perfectly good choices. And you will need them all eventually, but I strongly suggest focusing on 1 or 2 until you reach K33+.

You may wish to work on a strategy that matches your best general. For example, if you’re lucky enough to have Roland, go for mounted. If you have Alfred or Simeon, go for ranged. If you don’t have any of those fancy guys, then wait for one of the best tavern generals like Li Shimin. Or better yet, wait until you unlock Martinus or Minomoto from the Tavern’s Great General Chest.

If you belong to a smaller alliance, or a newer server, I do recommend picking mounted so that you can help ensure there are boss rallies running whenever you happen to log in and play.

Army Compositions

In this section, we wade heavily into subjective opinion territory. It’s all what I personally think we should do, based on how I personally think battles work.

While I do think I have a pretty good idea, there are still holes in my theories. In fact, you may read this article again in a few weeks and see that I have made changes. Learning is ongoing.

PvP March Templates

If you want to skip the logic of it all and just follow a recipe…

The Basics:
All-Purpose Ranged March
Percentages (%) are of your maximum march size:

Ranged Troops:
– 30-40% top tier
– 30-40% second tier
– 10-15% third tier
– 1-2% in every tier after that
+ Layers (see next section)

All-Purpose Ground March
Percentages (%) are of your maximum march size:

Ground Troops:
– 30-40% top tier
– 30-40% second tier
– 10-15% third tier
– 1-2% in every tier after that
+ Layers (see next section)

All-Purpose Mounted March
Percentages (%) are of your maximum march size:

Mounted Troops:
– 30-40% top tier
– 30-40% second tier
– 10-15% third tier
– 1-2% in every tier after that
+ Layers (see next section)

For Advanced Players:
Siege Wave for Rallies
Weak on its own, but helps a lot when added to alliance rallies. Requires the Achaemenidae Ring for Siege Range Bonus if you are attacking a player who has it, or you’ll get wrecked.

Percentages (%) are of your maximum march size:

Siege Troops:
– 30-40% top tier
– 30-40% second tier
– 10-15% third tier
– 1-2% in every tier after that
+ Layers (see next section)

Mixtures:

Ranged/Mounted
Don’t ever do this lol. The mounted will run ahead and die.
Ranged/Siege
Has some utility in buildings when you don’t think your enemy has ground troops, I guess? I personally think pure ranged is better 99% of the time.
Siege/Mounted
Same problem as Ranged/Mounted.
Ground/Mounted
Same problem as Ranged/Mounted.
Ranged/Ground
Don’t do this. If the enemy has mounted, it’ll clobber your ground before your ranged joins the action.
Ranged/Ground/Siege
Look at Mr. Moneybags over here! He is somehow able to afford all the research and all the building upgrades.

Just one problem. His buffs are 400-600% and mine are 600-1100% because I’m focused on one type of troop while his buffs are spread around. I’m going to win every time.

Don’t buy the argument yet? Okay, picture what it looks like if we debuff each other’s stats by 200%. It’s now 100-400% VS 400-900%. Pretty lopsided!

Here is a sample ranged attack march. This is what I currently use.

All the way down to the bottom. 20000, 5, 5 5… 20000, 5,5 5…

I like to have big groups of archers, especially at the top, because of the way that troops pick targets independently. If I only had T13 archers, and the enemy has 48 different troops and levels, it will take a minimum of 48 rounds to defeat them all.

If I have larger groups of archers, each selecting different targets every round, I should be able to do a lot more damage in fewer rounds. With less overkill. An example of overkill would be 900000 archers spending an entire round to shoot at 5 cavs.

Those 5s in the report are my layers. Now it’s time to talk about that.

Layers

I briefly touched on a concept in the last section called overfiring or overkill. This is when a big group of troops might waste time firing at small group of troops.

A group of troops, such as T13 archers, can only aim at one other group per round of battle. If there are 13 levels of enemy mounted troops, that will take a single group of archers 13 rounds to kill. Even if those mounted groups only have 5 troops each, it still takes 1 round each.

Many Targets

Adding layers means adding as many small groups as possible, with intent to cause the enemy to overkill. You can use every type of troop, at every level.

Imagine this scenario:

  • Player A has 900,000 top tier ranged and nothing else.
  • Player B has 800,000 top tier ranged, and also a very small amount of everything else. Layers.

If this battle actually occured, player B would win. Bigtime.

Test it yourself on a smaller scale. During NAP, send 9,000 ranged troops to camp on a tile, and have a friend of similar strength send 8,000 ranged troops + layers to attack it. Then reverse the experiment.

I bet the person with layers will win both times.

Layer Size

Here is another look at my attack march. I use layers of only 5. I think layers of 1 would probably work just fine, but I like 5.

I use more ranged troops since they are the troops I choose to focus on powering up. I figure, if the enemy knows about layers, then all my archer groups can help tear theirs down.

Some people swear by layers of 3,000. Some say you need 10,000. I actually think all of those people are right, in a way.

If you and me fight in a temple… Me with my layers of 5, and you with layers of 3,000… I think you will have the edge. After a couple rounds of battle, I’m not going to have anymore layers! Your layers of 3,000 siege will have killed all my layers. And then its a fight of layers vs. no layers, which is terrible for me!

If you have layers of 3,000 then I would really like to have layers of 6,000. My layers of 6,000 should dominate your layers of 3,000. After a couple rounds, I’ll have layers and you won’t! It’s sort of a power creep. Layers of 12,000 would beat layers of 6,000… and so on.

However, when layers get really big, we start running out of march space. Eventually it’s going to swing back around, and my layers of 5 will beat your layers of 12,000… Because I will have 900,000 strong archers in my top 3 layers and you’ll only have room for 350,000. Your 12,000×48 layers take up too much space.

Hopefully that makes sense. That’s how I think it works anyway. I’ve done my fair share of fighting and examined a lot of reports.

The way I see it, there are a few important implications here:

  1. Scouts are very important. If you see layers of 3,000 sitting somewhere – for example, left in a temple, or battlefield building, or throne – you can dominate those with layers of 6,000.
  2. Defensively, you want pretty good sized layers, because march size is not an issue. Maybe 20,000-50,000 of each… especially siege. If you have that many siege, you’ll defend attacks as if your opponents didn’t even send layers.
  3. If you scout someone with 20-50,000 defensive layers, you should either give up on winning a given layer and send 5…or decide to try to win it and send enough to do so(like 80,000 archers of that tier). I recently had the idea to send 80,000 archers at every second tier against cities like this. Still testing.

How to Increase Your Fighting Strength

This section is all about how to make your troops stronger. Go hit a dead city and find out what your fighting buffs are to get started. Here are mine.

Ranged Buffs

Since I focus on ranged, the only section I really care about is the one hilighted in blue. My attack march is comprised of more than 99.9% ranged troops of various tiers, with just a pinch of everything else (AKA layers, discussed in the previous section).

For ranged troops, attack is the most important stat by far. Defense and HP are okay too, but prefer ranged attack whenever given the choice.

Attack is not only attack. It’s also ranged troops’ best defense! Remember the battlefield section from part 1 and picture this – mounted and ground troops are charging towards you. The faster your ranged troops can kill them, the less damage they’ll take. If you can shoot them all down before they reach you, you’ll take virtually no damage from those troops.

The only other fighting buff that really helps is March Size, which lets you send more troops in a single attack.

Sources of Fighting Buffs

Case Study: My Elektra’s Attack March

Let’s reverse engineer those ranged buffs, break down the various sources, and evaluate how important they actually are, compared to their cost.

We need to account for…

  • 1000% attack
  • 630% defense
  • 560% HP.
Research

Obviously more research becomes available as you reach higher keep levels. You should get everything you possibly can for your chosen troop type at your particular level. Here are the upper limits.

  • Military Tree:
    • Flat increases for Attack/Defense/HP
    • 100% Attack/Defense/HP
    • 50% Attack/Defense while marching to attack
    • 200% + 60,000 March Size
  • Military Advance Tree:
    • 40% Attack/Defense/HP
    • 150,000 March Size
Monarch Gear

I have level 8 gear which is 50% Attack/Defense/HP

General – Stats

My level 34, 5 star Elektra has:

  • 1458 Leadership, which is worth 201% HP
  • 1442 Attack, which is worth 198.4% Attack
  • 1463 Defense, which is worth 202.61% Defense
  • 1390 Politics, which is a non-factor

I honestly didn’t realize how impactful stats were until I just checked this.

General – Skills and Specialties

I use Elektra (35% Attack) with a ranged attack skill book (25% Attack).

I have 3 specialties at Lv4, giving me 18% Attack, 6% Defense, 12% HP, and 4% March Size

General – Equipment

Equipment is a huge source of buffs. Especially starting at K30.

It’s also where you really have to start making choices about which troops you want to improve, at the expense of the others. It deserves and will have its own section of my general guide someday.

For now, I have two tips.

  1. Always compare and evaluate your options. At Dragon level and below you have two choices per piece of gear. At Ares level and above, you have 4 choices, because Ares Lv30 gear is just as good as Ach Lv33. When building Elektra’s gear, I compared the options to find the most Ranged Attack and other ranged stats. If you are using mounted, you should select different gear, looking for Mounted Attack and other mounted stats.
  2. Don’t refine anything until Ares level. Refine stones are extremely precious and you’ll need hundreds of thousands of them to achieve your ultimate refining goals. Dragon gear will be cast aside someday, and it can only refine up to 80% anyway (compared to 100% for Ares and Ach level gear).

Ok let’s check out my Elektra’s equipment.

  • Base Equipment:
    • Ares Bow: 67% Attack
    • Ares Helmet: 22% Attack
    • Ach Leg Armor: 22% Attack
    • Ach Boots: 22% HP
    • Ach Ring: 30% Attack and 30% Defense
    • Red Dragon: Lv10 Skill gives 25% Attack and 15% March Size
    • Red Dragon: +100 to each stat, which is worth about 12-15% more Attack, Defense, and HP)
  • Equipment Refinements:
    • Bow: 65% Attack, of a possible 100%
    • Ring: 79% Attack, of a possible 100%
    • Leg Armor: 66% HP out of a possible 100%
    • Boots: 68% Defense out of a possible 100%
    • Chest: 8% Defense out of a possible 100%
    • Helmet: 15% HP out of a possible 100%
    • Dragon: 51% Attack out of a possible 60%
  • Equipment totals:
    • 332% Attack
    • 118% Defense
    • 115% HP
    • 15% March Size

As you can see, I’m getting a ton of buffs from this equipment, but there is still have a lot of room to grow. I haven’t even gotten around to refining my helmet at chest armor at all.

Because of the way refining works, you can never realistically have a “perfect general” – you can always spend more gold and stones and keep attempting to improve.

Sub Cities

Only Japan subs make any difference. They provide attack for marching troops. I get 42% attack from my 6 Japan subs.

By the way, there is nothing wrong with having 0 Japan subs. For growing players, I recommend Korea, China, Europe, and America. Not Japan. Resources and speeds will help you get big and strong.

Art Hall Buffs

Check out the “Art Treasure” button in the Art hall and you will see that there are some interesting permanent buffs that get applied as you finish off various areas of your art hall.

I have Excalibur, Tutankhamun, and Nike sections complete, giving my ranged troops 15% Attack, 10% Defense, and 15% HP

Shrine Buffs

When your shrine is high enough level, you get the great honor (eye roll) of donating 20 times in a row to get some fairly small buffs for 24 hrs.

My Lv33 Shrine grants me 15% ranged attack, 15% mounted defense, and 15% ground defense.

At K35 it will max out at 20% and also include siege attack.

Duty Generals

Pretty small, but it should be mentioned. Some special duty generals have abilities that add bonuses to battle. I have John of Portugal in my archer camp, granting ranged troops 5% Attack, Defense, and HP

Alliance Science

Self explanatory. The buffs from Alliance Science donations apply at all times.

Battlefield Building Buffs

The blessing tower in Battlefield events provides 20% Attack, Defense and HP. I took my screenshots from a battlefield report when we were holding the tower.

Temporary Buffs

When you have a big battle to engage in, it’s a good idea to use some temporary buff items, like the ones that provide 20% or 50% Attack, Defense, or HP.

Before this guide, you probably thought these items made a huge difference. They are definitely nice, but not doubling your fighting power or anything. That 50% attack increase will just turn your attack from, for example, 820 to 870%.

Summary: Anatomy of a ranged attack buff
  • Attack (Total – 1011%)
    • 190% from academy research
    • 50% from monarch gear
    • 198% from general’s stats
    • 78% from general’s skills and specialties
    • 178% from general’s equipment base stats
    • 154% from general’s equipment refines
    • 42% from Japan subs
    • 5% from Archer Camp Duty General, John of Portugal
    • 15% from Art Hall
    • 15% from Shrine Buff
    • 11% from Alliance Science
    • 20% from Battlefield Blessing Tower
    • 50% from Temporary Buff from items
1011 Ranged Attack

To sum it up…

  • Academy Research and Monarch Gear is about 25%.
  • General Stats, Skills and Specialties are more than 25%.
  • General equipment and refines are about 33%
  • Everything else put together splits the remaining 17% or so.
  • Your results may vary, but this shows a general idea of whats important.

Hope you enjoyed this guide. Cheers!

106 replies on “The Ultimate Evony Battle Guide”

Absolutely.

As long as you focus on superpowering those troops in every possible way, and putting your best fighting general on the wall during undead, you should crush it. Fewer overall losses than having a bit of everything, with non-optimal buffs spread around.

I don’t know if you ever figured out the other +55% buff but I noticed you dont have anything from dragon or alliance science listed. That could be where the other 55% is from.

Hi Xy,

One more question. Some people says T12 are anti tiring, they say T12 attacks other tires. Is that true? Or this is just enemy runs out of t12 layers and our t12s start to attack other tires? That is what makes them to think t12 targets all other tires?

Want to add one more question.
First of all thanks for the beautiful laying guide. Many people keep arguing to put 15~25% siege when attacking with archer general or cav general. They keep claiming with their battle reports that their siege did lot of damage despite all his buffs were for archers. You still thing mixing troops (except layering) is less successful right ?

Very good article, in fact the best I’ve ever read. Thanks a lot. I knew layering was working but I never understood fully how and why, now I do.

The missing 50% of your attack stats come from troop moral and adv. troop moral in the military tree.

A question which I’m thinking of for a while, maybe you have some thoughts of that. How to refine the gear of the wall general? Is it better to make one troopkind outstanding or is it better to have all more or less equally strong? Eg. Let’s say all troops have a attack stat of 500%, refine the gear to bring one troop kind near 600% or bring all near 525%? What do you prefer?

Thanks Rob!

I did work that 50% into the academy research area, although not overly clear about it. Those 2 researches are what contibute to the “50% attack/defense while marching to attack” line.

I’m not sure there’s a big mystery about what I’m missing anymore. Since writing the article folks have pointed out Shrine, Alliance Science, and a couple other things. I might also have been using a 50% attack buff item, rather than 20% like I thought.

As for your last question – I figure it’s best to boost Siege attack with refines, since they fire the most and live the longest. There might be an argument for ranged attack as well… and I like to boost ground defense/hp because they take the most damage. I would say mounted hp/def but those things seem to get shredded by ranged attacks no matter what you do, and some people even like to ghost their mounted troops before they get attacked.

Hello wonderful article. Why use 40 percent of your top tier and 40 percent of your next tier down? Would it not be better to us say 70 percent top tier? Wouldn’t you want more of the strongest troops in the March?

I honestly don’t have the hard numbers to back it up, but that’s what I’ve seen a lot of people do, and I will explain the logic to it as best I can.

First important idea is that different level troops will fight separately – the biggest implication being that they will make attacks at different targets. So if you have 1 big bulk of troops and the enemy had 84 groups of troops, it will take 84 rounds of battle to clear them all. Even bumping up to 3 or 4 bigger groups will greatly reduce the amount of time it takes to kill all the enemies. That’s why my suggested marches have at least 3 or 4 large size groups, and many more “pretty good” sized groups when attacking.

Why not more high tier? The second idea is cost-effectiveness in battle. Both in terms of points (svs and battlefield) and in terms of healing/rebuilding. A lot of people rely heavily on T12 even when T13 or 14 are available to them. Reason being, they fight very effectively for their cost and power level.

You are correct to assume that an army of 70% T14 archers would be stronger than an army of 70% T12 archers, all things being equal. But, if they attacked the same target (let’s say a super large player) and the final reports are observed, I bet you would see something like… T12s had a power loss of 70m and killed 120m. T14s had a power loss of 120m and killed 160m. The first case is not only better pointwise (gave up less compared to the gain), but it’s cheaper to heal and build those T12s.

That’s the idea in a nutshell. Sorry if it got even more confusing!

12/7=1.7, 16/12=1.3, 1.7/1.3=1.3, so that means for the real effiency, T12 is 1.3 times of T14? Why people still need to make T14? just curious. Before I suppose one level higher the efficiency is 2 times more.

Great article. I see the importance of having debuff generals as mayors in your sub cities. Is it worth staring, cultivating, and adding military skill books to them?

I don’t think it’s worth doing anything like that with sub generals. Reason being, they are in charge ONLY of the troops in those sub cities – which are usually very low tier, small in numbers, and constantly getting killed. Those suggestions only serve to improve the power of the troops they command.

If I had to ballpark it, I’d say they are about 0.001% as effective as your main fighting force. You might as well forget those troops exist rather than spend anything on powering them up. Consider subs useful only for the debuffs from the general

I recently have witnessed a report where subs with 730k troops killed 8 million of other troops. 6 out 9 mayors were 3.5 million Cnut.

Sounds amazing hahaha. I bet the subs were high keep level as well. I have heard of a player who defends like this.

Question about boss rallys. So the lead rallyer attacks and then the boss responds if not dead? And then the rest of the rallyers each attack and then the boss hits? Or do all attacks happen before the boss responds. Do they each take the boss at his full hp? or where the lead rallyer left it. Thanks. This is the best guide I’ve found!

Two things here:

First, the boss definitely responds to each attack right after it happens. When people team up, it’s really a bunch of individual attacks in a row. Once everybody has attacked once, it’s the first person’s turn again.

Second, the lead rally person is not necessarily the first one who strikes. As far as I can tell, it’s a random order.

My evidence for both of these points is from the same experiment. If you have any allies around your strength, you can try this too. For us, it was teaming up on Jr Hydras back when we could barely kill them. Me and two others would take turns starting the rally on a Hydra, and add our full march in. Alone, I would get something like 5,000 wounded at that time.

With two others, we found that usually two people would take 2,500 wounded, and one lucky person would get 0 wounded – they must be the one who attacked 3rd and delivered the killing blow.

The person who got 0 wounded would keep changing. Sometimes it would be the rally leader and sometimes not. We all tried taking turns, and couldn’t find anything predictable about it, so I am pretty sure it’s random.

[I’m going to add some of this info into the guide. The boss section is a little thin isn’t it]

Aha! OK that makes sense. For a while we were trying to save time and have smaller members start the rally with gen and 1 troop and then players with the meat would join a few minutes later with their large armies. That seemed to work and went against what I’d always heard which was that it mattered who led the rally.

Thanks for the info!!

Thank you so much this was so educational. So gears refines are 33%. Is Evony only for player’s who can spend over 10 grand? I have a 15 VIP but can’t get my gear to refines above two acceptable ones. Is there a secret to gear refines?

I think it’s possible to get good refinements even as a lower/non-spending player. Depending on your standards and your luck, I would ballpark that it takes about 20,000 to 50,000 refine stones to get 1 excellent item. Hydras and special event bosses (witch, warlord, etc.) drop the stones pretty frequently, and some can be earned through challenges as well.

I do also have a few principles and tricks related to refinements. I’m going to cover those over in my General guide in the final section. Actually, I think I’m going to go write about it right now!

Hey Bro, Amazing work by you, really helpful for each and every player. May god bless you.
Just one question, I am 1.3b power and always been caved by enemies and go zero in single cav rally. My Siege hardly kills anything. I have 20% foot, 22% Arch, 30% cav and 25% siege.
Can you suggest me what should I do so my Siege proves their worth while defending?
once again thanks for such a beautiful guide

This question is a little outside my experience range. I’m only 600m myself. But I’ll give you some thoughts.

If you’re losing to a cav rally you’re simply missing archers. Siege are naturally quite weak against cavalry and won’t be likely to do much on their own.

Think of it. What are the advantages of cav? High def/hp and fast speed (to close distance quickly). Siege won’t have time to diminish their numbers significantly.

Now, it sounds like with 22% archers, they might compose 300mil of your power or so. That wouldn’t be enough to stop 800mil+ of cavs which might be what a normal rally approaches.

It might be close though. Get some more archers and you could be ok. At some point you would have enough archers that it doesn’t make sense to send cavs. I don’t know when that is though

This has been the most insightful read and based on my experiences I would definitely agree with you on many levels.

It takes a lot from the perspective of attacking and kudos to you for preparing this. The issue I have is that your article is focused on attacking troops inside buildings. What about keeps themselves – which have the additional defenses of archer towers, walls and other obstacles? Does an only range army still hold much validity? When you only have a split second before bubbling occurs and sometimes don’t even have the time to spy but can smash with a gut feel or knowledge from other peoples’ intelligence of what they have at home? Where troops at home are likely bigger than this single march PvP concept? Where there can be a larger presence of ground troops regardless of circumstances? How would you layer a general attack on a city in such a case?

Thanks!

I do love attacking more than defense, and I think it’s the best approach for people below K33 (before ach gear makes defending more viable)

Attacking keeps themselves is definitely different than temples, but most of my advice is actually geared towards this as well. Particularly comments on archers. A pure archer attack is the best thing you can hit a keep with. If it’s a small enough keep to kill in one attack, archers will be your best bet. If it’s a really big keep, archers first and ground followup makes sense.

Why? The first thing that comes at you from the enemy side is mounted. So you need to deal with that asap, and of course archers will do that most efficiently. Then ground comes at you. With enough archers and archer % attack, you can often kill all the enemy ground before they even touch your archers! Or at least kill many of them. Imagine you have 1,500,000 archers and 1000-1100% attack, and they have 500k-1mil ground with 400-600% hp/defense. You can see in this situation that your archers should perform pretty well, even though they are disadvantaged.

If their ground/siege presence is too large, they are not a good target for a single solo attack. But you can consider a rally, or a 1-2 attack (loss with archers, then win with ground. This hurts you quite a bit, so its more fun in battlefield events).

So with enough archers and archer attack, due to their range you can obliterate all or most of their mounted/ground before they can reach you. Then you’re facing down the enemy archers and siege, which … hopefully if you’re fully invested in archer stats with your general and gear, you can easily overcome. Your 1000-1100% attack and 400-600% defense against their 700-800% attack and 300-500% defense. Make sense?

At a high level, pretty much everyone makes their solo attacks with archers, or archers first, due to the above troop interactions. Including against cities.

The archer tower, by the way, is pretty weak. At the best of times it’s going to kill like 1% of the attacking troops. Traps are similar, and pretty much a total waste of money (because you could have just bought siege or archers instead, which don’t disappear, right?).

so you mean defense should use same stradegy of attack, ranger first. If I have cav or ground, put them ghost. If enemy is ground first, just dont battle.

I’m not sure what you’re asking here exactly but.

If you see archers attacking you, yes it would be a good idea to ghost your cavs.

Or, if you ghost your cavs in advance, you need to watch for ground attacking you. And take the ghost away if it does (look for Trajan or Scipio attacking you). It’s also sometimes advisable to leave maybe 10-30% cavs unghosted, to defend against quick ground attacks, but not lose to archer attacks all that much.

Hi,

Hope you are doing well.
Would you please teach us how to calculate 198% from general’s stats?
I mean how do you calculate general stats buff only from base stats + increment of each lvl and stars?

You can see the exact value in the screen where you cultivate.

I don’t know how to calculate it myself, but it’s something like every 7 to 10 stat points = 1% increase

Very interesting guide! Not sure about your mechanics for PvM battles though. We have found that if someone sends higher tier troops (e.g. a full march of T10) then the rally leader (using a match of T12) will receive more wounded than if everyone just joins with 1 T1 troop?

Two questions for you about buildings that I did not see answered (perhaps missed them). The archer tower kills troops during an attack. Is it a stationary object that the enemy marches towards and attacks? The description of the wall says it improves the cities defenses. If my walls have a billion HP, and 40000 defense, what do those states do? Is this actually useless or do they get distributed somehow to the defending troops?

Archer Tower – It’s not clear exactly how it functions. It seems like a stationary object of ??? range, that does extra damage to cavs and less to ground. I sort of suspect it acts exactly like a small group of archers, that just stands still, so probably the same range as archers too. I don’t know though, I’ve never cared much about this building. It seems quite weak (just look at battle reports and see how little it does)

Wall HP and Defense – Seems totally useless to me. I can’t tell what it does, and it seems to do nothing.

Thanks for the comments. You are right; I just looked at a defense report from the last SVS, and the archer tower was responible for 0.5% of the troops killed by me. Given how ineffective the archer tower is, I am now wondering if leveling up Ban Chao was (or is) worth it. You mentioned getting him to the Special Officer level in the general guide (mine is currently at senior officer), but I not sure why given how little damage the tower actually does.

Thanks for the great guide and answers!

Hi,

Firstly, thank you for all the articles, really useful reading.

I have a quetion concerning a battle mechanics. My friend was hit on a tile, while gathering with 200k T1 siege. The attacker had 440k T13 ground, 115k T13 archers, 67k T13 mounted and 33 T1 mounted. What I don´t understand is, that all the siege were killed by ground, no other attacking troops caused any damage… Do you have any explanation for this?

Thank you in advance for your opinion.

The way i understand this is the t1 siege have a range at 1200. the attackers had no higher range tiers so the battle began at 1200 paces out. The cav move at 60/turn and the swords move at 350. but the siege also move closer each round as well and if the attacker had a ground speed skill book attached then after 2 turns the attacker would have both ground and mounted within their attacking range to attack siege and both targeted siege and ground took priority for attacking. Now why ground took priority to attack first is beyond me it could be random or it could be based on power/number of the troop(seeing as tier is the same). Anyway i hope thsi helps answer the question, both ground and mounted were within attacking range of these t1 siege on the same turn due to speed and range and the game doesn’t do half movements or turns.

I like what you did here but I feel so sorry for you because the vets are going to hammer you because of the things that are incorrect. And they are so disrespectful. Just will tell you now it is true that range will only target mounted until all mounted are dead no matter how many rounds it take. Also you can only debuff 50% no matter how high your stats say. I do youtube I would like to collaborate with you to clean this up. Kx whyknot. Subscribe if you can. Also, if you have line I have tons of actual test videos proving many concepts. Together we can make this thing epic.

Most people are pretty nice actually. Even experienced and long-time players. I’ve made quite a few acquaintences in-game from people who have reached out after seeing the website.

I know it’s not perfect. It’s a very complicated game. I’m happy to correct any mistakes that people point out.

As for debuffs, I think it’s more clear when you say you can debuff “half,” (not 50%). debuffing 50% of 800% sounds like you’re making it 750%. Half would be 400%, which is what actually happens. I’m not sure if I talk about this in the guide anywhere. It’s a concept I’ve started to care about only in the last couple of months.

Good luck with youtube. I’m not much a video guy myself – prefer reading 🙂

half here should means, if your debuff is too much, more than enemy’s half stat, your debuff will have just half of enemy’s stat. not very clear of what you said, hope the answer fit it.

This is what I mean, exactly.

If the enemy has 600% ranged attack, and even if you have debuff of 500%… only 300% will be applied (because that is half of 600%, that’s the most you can apply)

Hi one question regarding PvM:
When no one as individual can kill a monster, will it help if you rally that monster, will you be able to kill it together?

No, we tried this. Some monsters just need higher tier troops to kill. For example a kamaitachi will not be killed by t11 no matter how many yo have in your combined marches

I’m pretty sure you can do this. But if nobody can kill it alone, best case scenario is that everyone is going to take huge wounded and you’ll barely kill it. Won’t be worth it.

The reality of this game is, every 2 keep levels you get about 5-10x stronger at killing bosses… once you get the new troops, march size, technology, equipment, etc. 5 people that can kill an ifrit probably won’t be able to kill a kamatachi. But 1 person 2 levels higher might be able to do it.

I love this game but it is SO COMPLICATED! Even reading this makes it still complicated. I’m only K23 and 10M with T9. There is so much I just don’t get!

Can only one of your groups target an opposing group each round or can more than one of your groups target the same group? From recent battle reports I have had groups sitting out the battle. Like a t11 group of ranged not killing a single opposing group and not having anyone killed. They sat out. They must not have been able to target anything because all opposing groups were already being targeted by other groups. Is my logic correct?

Thanks

Hey, so I don’t really know this one for sure.

What I think is: Your groups can pick the same enemy target. But they don’t attack at the same time.

So in a situation where one group of archers wasn’t involved in the action, maybe all the other groups of archers killed the targets in a single round.

That actually makes perfect sense. It probably would be more efficient if they targeted something else depending on what else is out there but they are at the mercy of the programming. It is boss battle mechanics turn taking logic but within a pvp multiple group battle. I need to go back and incorporate this understanding in looking at the reports. Because that was like the only group that took PTO. I probably had at least one more tier group than the opponent. Which may have resulted in the early rounds there being not enough cav groups for the range groups to target. Which then cascaded down until the opponent was zero and that t11 range group still didn’t have anything to hit. It is interesting though because you would think the t11 would kill a group better than a lower tier range group, but something with the way the targeting is programmed made it not end up that way.

First off thank you, this was a good read and does a good job explaining many things, will definitely recommend this site to new and old players alike. I noticed in your ranged attack % breakdown you didn’t mention talent for sub city attack giving an extra 36% and i may have missed it, but i didn’t see troops morale listed in the tech boost which i don’t remember what those numbers are because i’m not in game rn, but i believe with those additions your ranged buff will be over 1100%

That’s an extremely good talent. I often don’t have it equipped because I think the alternative (resources critical) is just so important.

A good idea might be, switch back and forth between those two as the situation calls. Opening boxes or fighting. It’s been made easier with the new update that added monarch talent presets.

A quick question about the boss monster debuffs, such as with the dragon armor set. Do they stack if multiple people join a rally just like they do with subs in PvP? Or is each attack truly independent?

We tested it and got inconclusive results… meaning they were not consistent. We had six with dragon armor debuffs, with one leading the rally and the rest sent one troop. I think the issue is that the order of attacks is random, and so some of the single troops were killed before the rally leader, thus negating the debuffs. We are going to try again, but have everyone send 100 troops instead of one, so that no matter the order of attack, at least one is alive so the debuffs stay in effect for the main attack. Do you think that will work? Or do you have a better way to test?

Two different questions in a row. This one is about reinforcing someone. How do the battle mechanics work? Are the individual players rein armies independent and do they take turns defending? Or are the forces integrated somehow? If truly independent, then layers are critical.

Lastly, fee forcing someone who does not have a wall general always works out really poorly. Does that suggest the defending players wall general buffs help you?

Thanks.

It kind of boggles the mind to think about.

I think they are somewhat integrated, in the sense that my ground will stand in front of your archers… your ground will stand in front of my archers… and troops will engage each other according to the usual targeting rules.

However, my archers with whatever my troop buffs are will not mix with your archers and fight as a unit. Everybody will fight separately. So if it is time for T12 archers to hit or be hit, one of our groups will fight first and the other second. I have seen reports where one person takes all the damage and gets all the kills with their T12 archers, even though other players also sent T12 archers.

So like you point out, layers are super critical. Every person’s layers will do what layers do, and cheaply absorb some enemy fire.

Hope that makes sense… Obviously I don’t understand the situation exactly, but there’s a few things for ya.

Q2 — I’m almost 100% sure that when you send an army, your own generals stats will apply. The defenders general/stats do not apply to your army.

However, reinforcing can work out poorly for a number of other reasons. One being, most people don’t have the same level of %troop buffs… because they lack some or all of the reinforcing research, possibly lack an embassy officer, some of their equipment says “when attacking” and so does some of the research, and so on.

Another MAJOR reason reinforcing can go badly is, the attacker will bring his subs to the attack (which can include a tremendous amount of stat debuffs). While you as the reinforcer will not. The defender will use their subs, but if they’re low level and sitting there with no wall general, their debuffs will probably suck.

I just wanted to input depending on the wall general thats on the walls it will effect the troops that are reinforcing that city. Mainly the generals that have increase incity … Troops by a certain % effects all troops that are in that city including reinforced troops. It was a new effect with the update before the last one.

I did a test against a single camped t1 troop of each type. I sent 1 t13 ground and 1 t13 cav. Against all four troop types the ground troop got the kill and I can’t make sense of that. How is ground getting to the range and siege unit before the cav unit? Cav is faster.

This game drives me bonkers. Another alliance member did a t5 vs t5 test and the cav got all the kills. I then figured it was some type of t13 vs t1 domination and did a t1 vs t1 test with me having big buffs and defender with low buffs. It was a more expected outcome with ground getting the range and siege kills while cav got the cav and ground kills. But it still proved ground was In front of cav when it was cav and ground vs range or siege. Still strange. I guess the mystery is part of the fun.

When I read the guide, it sort of makes sense. Quoting the guide above, a troop fires if something is in range, otherwise moves forward (and then fires?) Consider this. Once the range troops can fire on an enemy, the range stops moving, but the ground keeps moving forward and passes the ranged troop and gets the kill. Does that make sense?

Top read. A question. Do PvP rallies work the same as a boss rally? I want essentially want to know that if I lead a rally on a player, does everyone who joins Aquire my buffs going in to the battle or is it their own generals/buffs? If that’s the case do they take on all their own research buffs etc or mine??

Everyone who joins will use their own buffs from their own research and generals that they send… This is true for both pvp and bosses.

Hello, thanks so much for taking the time to assemble this guide. I like a lot of your theories, but I have to disagree about march speed. March speed is important in PvM, just like it is in PvP. It’s important enough that they made a ‘march speed to monsters’ skillbook, as well as a ‘march speed to monsters’ horn. I used to think this skillset meant I could march faster and do more rallies, but that is not the case. The march speed in both PvM and PvP work best against opponents with ‘ranged’ qualities. In PvP it helps against archers & siege. In PvM, it can help against monsters who have excellent range, such as the B13 Fafnir(think mounted & siege) & event monsters like the witch(think ground & archers).

‘March speed to monsters’ does not mean getting to and from your monsters more quickly…that’s what march speedups are for. These monsters are battle simulators, and the game wants you to counter the monsters correctly. This is why speed is so important against monsters that throw projectiles or breath fire…it’s an indication of ranged opposition that must be countered with speed…just as you would on the battlefield.

Cool thoughts, I wish it worked like that, but it doesn’t. Monster march speed absolutely is about marching around the map more quickly, and that’s it.

Test it yourself.
– Find a monster 100 distance away, send a march (no general, generals change things)
– Now equip the monster march speed monarch gear and send another march (no general)
– You’ll clearly see you get there faster with the monster march speed

Throwing projectiles and breathing fire is totally irrelevant. All the base monsters (Boss 1-15) are weak to the same troop type, which is mounted.

I have seen some evidence that the special event bosses like witch, turtles, warlord, are weaker to ranged or ground than a typical B1-15. But mounted is still the best option against them regardless because of superior stats. Monster battles are always fought at melee range, so mounted with its huge atk/def/hp wins.

There is a skill for “Mounted March Speed” and “Ground March Speed” — THESE DO AFFECT BATTLE sort of like you say. PVP only though. But for example it will help your ground/mounted close the distance to ranged/siege troops. I do mention this in the guide.

Hello first of all thank you for taking the time to make this guide and reply to various comments. The insight is very helpful. I am barely reaching k25. At what point should I focus on 1 troop type? Should I bother building layers at this point of tier 10 and below or not? What general skill books do you recommend the most for a ranged general?

Some of these questions depend on your server age.

Most likely, at K25 you can be easily defeated by anyone K27+, so if there are quite a few of those around then I would not suggest worrying about defense at all. No defensive layers, no massing up troops.

Focus on either mounted or ranged (or both but it will be slower). Mounted is better if your alliance doesn’t have a lot of boss killers and you play a lot.

Skill books for ranged: Ranged bonus ranged, ranged attack, ranged defense.

Ok. So I had another question about layering. Should siege not be added into layers?

My alliance and server is cav heavy in general. There is quite a few k30+. In your scenario of layering was to fight over a temple say during SVS or battlefield. To not over layer and lose too many of your strongest troops. What about when attacking a players keep they could have idk 50,000 each troop type and tier or more

I think my suggested layer system (very teeny tiny layers) is actually best for attacking cities.

Like you say, if they have 50k layers, what good is it for me to send 3000 or even 1000, compared to 5? They’ll be vaporized in 1 turn either way.

On the other hand, fighting in a temple, I think somebody who used layers of 1000 would have an advantage over my layers of 5. Someone using 3000 should have an advantage over 1000, and so on.

Most bigger players seem to have Ranged Bonus Range and Ranged Attack. Then it’s either Defense, HP or March Size.

I have Alfred the Great with Skill Books
– Ranged Bonus Range, Ranged Attack, Ranged HP
They are all Level 4 Skill Books.

Three questions:
* Why did you choose Defense over HP?
* Is it worth trying to replace HP with Defense, given I’ll likely lose Skill Books in the process?
* Thoughts on March Size as the third skill?

I am not really sure which is better between those two choices. Def/HP are similar I believe. It’s probably not worth switching if you are short on skill books. In my mind, DEF would be better for picking on lower tier troops, while HP would be preferable against higher tier troops. I have no basis for this other than, that’s how a lot of rpg-style games work. With enough defense/armor you can reduce weaker attacks to yourself nearly to zero.

If you really wish to get scientific, you can test different scenarios using monarch gear. Equip the ranged hp one only, then the defense only, hit the same target and compare.

March size is an interesting option. The way I think of it though, from both a battlefield/svs point perspective, and healing/rebuilding perspective… I would prefer a slightly smaller number of slightly stronger troops.

Hello!
I have a question about defending, cause I’m currently K33 with 350M (arch and Cavs, since I rally a lot in my Alliance), so I don’t know whether I should go for equipment to wall gen, build ground and more layers for lower troops, and defend, or stay like this and focus on buildings (try k34 and so on).

Could you explain a bit more shit defense? During the last BoC I faced a K33 with arch/cavs/ground XIII & XII around 700/800k each, although really big numbers in lower level (I remember 1M tier III ground!!!). I did attack him with my archer march to damage him (end of the battlefield, job done already) and… My attack was a joke, wiped. My archer configuration is similar to the one you explain, a preset size of 1.6M with the buff, so 600/700 XIII and XII.

Thanks in advance, this guide is just the best, made me really be focus and made my alliance grow a lot.
Jose

1) What is a good stat according to you in k30 and acadmey30 i have 650% ranged stats unbuffed is it good? I want to reach 700%

2) inhave tran hung dao with skillbooks: siege attack rangebonus siegebonus. But j recently got Joseph so i am planning to put range attack siege bonus range bonus. Will that be okay? I can switch gears amd put tran as well according to the situation right? Inam confused hope you solve my problem 🙏🏻

That sounds really strong for K30. Sorry I’m not really sure if its perfect or what.

At that level you can get the Ares bow (best bow in the game) and refine it up to 21-25% x4. Plus the red dragon to 13-15% x4. So your ranged attack can really get high from there.

hi bro, thanks for your detailed explanation. But I have made a test, 2000 cav to 2000 ranger, everything is similar, in a tilt or camp, we could not get a result of ranger win or win a lot. and all ranger benefit comes from first round. They begin from 1000 away. second round, cav begin to meet ranger, third round, ranger maybe hit one more time or not, will ranger shoot backward? I supposed they will, or ranger doesn’t have benefit, for they are weak on defense and hp. That’s why we need ranger super bonus skill. then they go to opposite side to begin next round. so by this theory, ranger hit twice of cav, but cav has more than twice of defense and hp. so only god knows what’s the fact. all your experiment should not base on more ranger, more buff, it should base on everything the same. you can try.

and another thing, in battle my cav get wound and kill enemy the most. even enemy has mixed troop. their cav didn’t hit my ground. I don’t know what it stand for, If I ghost cav, I am really not sure if my ranger got wiped…never try.

I always imagined there is no need to shoot backwards in battle.

When mounted troops meets someone at melee range, they will stop running forward until they defeat what’s in front of them. That’s what I think

Range bonus range skill is fantastic. Because sometimes you get more hits on approaching melee, but also, imagine this… You don’t have range bonus, but your enemy does. His archers will get a full free round to shoot your archers and get a huge advantage.

these things maybe just come from imagination, I can’t find the prove. at least my few test showed range with range bonus cant give cav an obious hurt. but sometimes I get good result in real battle with my range troops. I hope I can get a clear data shows one range can exchange how many cav, and in enemy city with meat, how many power exchange in the battle, and how many percentage effect do the general attribution bring to the battle. So far it is caos. I feel the lost exchange of range to cav could be 1:2, one level different for same range could be 1:3. but it is still unclear.

I still have one question. Since you said don’t refine dragon equipment, but after keep 28, it is so hard to go to keep 30 so that we can use ares. at least 2.5 months very hard working for rss. so during this period, we just keep the same strength to battle?If I don’t pay or pay very little in game.

Focus on one troop type and its building. If you dont pay work hard on having 2-3alts, make gathering tech strong i am a vip10 k30 today newlyk31 i have range stats 671% unbuffed woth buff and shrine bonus it becomes 701%. Always focus on k30 forge 30 get ares bow ares helm if youre ranged focus or choose the gears acc to buff debuff what you want. Dont waste rss on levelling all buildings with your keep. Push hard. Base step after k27 is k30 then k33

Great article thank you. Any recommendations on troop/general composition for throne defense? or any building defense…
Thank you

It’s very difficult to coordinate a proper throne defense, or any building. The attackers have the advantage of seeing your composition. Anything you put will have a counter.

My instinct is that something like 55% archers, 30% ground, 15% mounted will probably hold up the best (be countered the least by any particular thing.) Pure archer or pure ground will probably still beat it, but it will be painful.

Keep in mind, each individual player should use a pure composition. So 3-4 players with archers and archer gear/general, 2 with pure ground , 1 with mounted… something like that.

But here’s an idea for anybody who actively reads these comments.

– Rallies take time, so if you see the enemies rallying full archer against you, maybe the 1 player who is using mounted can quickly remove it for ground.
– They’ll probably be caught by surprise at least once and lose the battle
– The way the enemy would have to counter this is by setting 2-3 rallies at a time and only sending one of them (and you wouldn’t know which they would send)
– This would reduce troops in their city, and some weaker players might be vulnerable to counterattack

Just thinking out loud. Hope it all helps 🙂

First of all, I want to echo all the commenters who have praised your guides. I’ve searched all over and your blog is the best strategic guide I’ve sent by far—nothing else even in the same league. The thoughtful answers to comments have been incredibly helpful as well. Thank you for doing this.

Here’s my question: Your guide recommends leveling up to k33 as quickly as possible, and until recently, that was my focus. However, I’m on a very new server (we just had our first KE, so I think first SVS is still 6-8 weeks away). Other than me (at k30), there is no one on the server above k27 (except one guy, at k28, who’s in the same alliance with me). I’m in top 5 overall monarch power (with just 28M!), but the four above me all have k27 — I think they have just been training big armies, refining king’s level gear, and upgrading every building. From what I can see, the refinements are not focused on a troop type — they have a grab bag of gear on their top generals. The alliance I’m in is trying to encourage peace/growth for all players, but there is another alliance basically tied with us for first that calls itself the “Dark Side” and prides itself on attacking everyone indiscriminately. I don’t think tons of PVP on our server is productive, but obviously I would like to retaliate in the hopes of reducing all these attacks (which have gone to our small players; no one has tried to touch me). However, if I have to keep retaliating over dumb attacks, I’m worried about losing my own investments at some point, as some of these guys have big armies. From the few attacks I have done so far and reviewed the battle reports, their players seem to have few or no debuffs; the enemy leader has focused on mounted, others have a mix. They have some decent attack buffs from kings gear and refining, but they clearly haven’t maxed out the research, even for lv27; I suspect they will learn from these mistakes over time.

In this unique scenario, I’m wondering if it makes sense to make an exception to the “don’t bother with defense/seige until level 33.” Basically, I ran some numbers, and to get from where I am to k33 will require ~18-22B in resources, without building any troops. Realistically that could take months to gather. Upgrading my workshop to level 30 and building 35k siege at each tier will cost less than 3B; with a pack or two, I might be able to achieve that in two weeks.

In this position, would your recommend I just delay the keep upgrades to get a good seige defense going? If I go that route, how much siege should I build at each tier to be confident that say the top enemy players (currently 40M each but growing pretty quickly) won’t do major damage even if they hit me while my full march with Simeon is out? I’m not seeing them use much siege currently in battle reports, but unclear how that will develop as they are definitely training troops like crazy.

Also who would you use as a wall general? I have Menshikov lv24 usually on keep duty (medium officer), Edward the Black Prince lv24 moved around to other buildings as necessary (junior), Skanderbeg lv14 in hospital (junior), sub city debuff generals (Amr ibn al-As, Harald, Suleiman the Magnificant, Andrew Jackson, Harun al-Rashid). Fighting-relevant generals that I have but am not currently using (and have not really leveled up) are: Ly Thuong Kiet lv1 (temporary wall option?), Barbarossa lv 15, Gustavus Adolphus lv 20, Matthias lv8, Isabella I lv1, Scipio Africanus lv1, Tomyris lv1, Minamoto no Yoshitsune lv1, Winfield Scott lv1, Roland lv1, Hannibal lv1, Hua Mulan lv1. I’m hoping to get Grant, Dao, or Johnston at some point, so ideally would not invest massive amounts in a wall general who might not stick around long term. Not sure what you’d recommend but I was thinking doing like four stars and cultivating them a bit — but if you think the gems/gold would be well spent getting even a temporary wall general up to five stars and +500 cultivated to reduce risk of bigger losses from PVP I can do that.

Some info about my existing troops in case relevant: Following your recommendation, I built one full march “ranged only” (with levels, although some levels are missing since I didn’t upgrade my barracks, stables, or workshop past lv23). My march size is around 345k (I left my rally spot at lv27 for now, but will bump that up to lv30 soon since it’s needed for keep upgrades eventually). I have about 120k T12 archers, 120k T11, 45k T10, and 2% at each level down plus 5 or so mounted/ground/seige for T10-1. Simeon lv26 is my fighting general, with 5 stars and culivation to about +500 on everything, dragon bow, fearless dragon helmet, fearless king armor, fearless king leg armor, courageous king boots, and courageous king ring. Planning to add five stars to his gear soon, but per your advice, I’m holding on refinements until I can upgrade the dragon gear to Ares (and will just make do with king’s gear for the pieces where you recommend Ach for a ranged general).

Your server sounds like a ton of fun! I think you got lucky with that one, because I’ve heard new servers are littered with experienced/rich players starting over and trying to feel like a big fish in a small pond, bullying everyone. Those guys sound like genuinely new players with a different perspective, which is really cool in my opinion.

It does sound like you could build some troops and defend against their attacks. I just don’t understand why you would bother. Once they learn they can’t beat you, then probably they will not attack you anymore, right? (and if they’re smart, they’ll realize that from reading your power level or from a scout).

You certainly don’t want to leave yourself open to attack while your archer march is out. But if you have a lean amount of troops, perhaps you can quickly ghost the remainder with 1-2 quick ghost rallies (before, or even while attacking)

The reason I like focusing on attack and advancing keep levels quickly to focus more on attack, is that a well aimed attack will let you defeat other players while taking barely any losses to yourself. I love how strong attacking can be.

Like if you know what you’re doing, and build your archer attacks to the maximum potential for each of your keep levels, I have no doubt you’ll be clearing these equal level/power guys (who don’t know how to optimize) and taking less than 1m damage to yourself. When you’re K33, I think you should be able to clear most ~200m power guys in a single attack. Attacking is that strong, as long as you can keep a keep level edge and keep optimizing for ranged attack.

The other thing is, when Server wars start for you – attack is the key to scoring points (and getting massive rewards, like 100k-300k gems every 2 weeks if you can place top5). Defense won’t be viable against enemy servers, when most of them will have a few rich players 2+ keep levels higher than yourself. In this situation you’re much better off being lean on troops and ghosting to keep them safe.

That’s just how I would do it. You should definitely make your own choices and play the way you find more fun and how it makes sense to you.

Of the options you mention, I think Kiet or Minamoto will be your best bet for a while.

Good luck!

Got it, it’s super helpful to have your perspective, particularly since I wasn’t sure what to expect at the first SVS and whether our server would be “typical.” It sounds like we’re a little different from the norm, and I should plan for some K33 players to be around, in which case your advice makes a lot of sense. I’ll stay focused on gathering and keep upgrades, and see if I can get to k33 by SVS (and just be ready to ghost if not).

Yes, I think most of the biggest players in our server are totally new players, myself included. A lot of folks who have played other PVP games together decided to try Evony at the same time and all got mixed in together. It does mean we have some super aggressive players — but in some sense that does keep it lively.

Thank you again for the super helpful guide and incredibly fast response. Much appreciated.

Thank you again for this incredibly useful guide. I will be honest, I refer to your various guides multiple times every day while playing since there’s so much good stuff in here to help guide development.

I’m on a new server (my comment from July 19 is just above). Based on your advice, I continued upgrading keeps and one ranged attack march and just hit k33 and built out a full ranged march that’s pretty much maxed with Simeon lvl 31 for now (when I get more gold, I’ll refine the ach gear I just crafted and max out the higher-level debuff research in the military advancement tree, but otherwise maxed the ranged research, archer march above 1M troops, etc.). My ranged atk/def/HP is currently 826%/492%/418% without special items applied, and hoping to get those up once I can do more refinements, etc.

Two questions:

1. You mention at k33 (or ideally k35) it makes sense to build a range of troops. What troop type would you recommend after building a full ranged march? I’m going to upgrade to k34 at the next RSS event, and k35 at the one after that, and will keep my ranged march maxed. All my other troops are way, way behind (nothing above T9). So trying to decide what smaller upgrades I should do each week while waiting for another RSS event before I level up my keep. I’m R5 in the biggest alliance on the server, and we have multiple boss killers who can solo ifrits and someone is on almost 24/7. We keep killing all the decent nearby bosses so I don’t think we necessarily need more cav players right now — and I’m the strongest we have on PVP (no one else on the server is above k30). Trying to figure out if I should build up siege defenses next, or if it would be better to do ground or a second full ranged march (or mounted if you think that actually makes sense, even though my alliance has a few k30s with lots of mounted already).

I’m probably just a day or two away from getting the last material I need to craft the courageous ach ring, and I have enough extra runestones to bring a second general pretty far on specialties (first three specialties only, still need some immortal rhinestones to max out Simeon for my main ranged march). Just not sure what to focus on next now that my ranged march is almost maxed out. Right now, Kiet is on my wall but I haven’t given her any runestones. In terms of potential fighting generals, I have but am not currently using Tran Hung Dao, Roland, Martinus, Scipio, Trajan, an extra copy of Simeon, Minamoto, Gwanggaeto, Queen Boudica, Ramesses II, Yue Fei, Winfield Scott, Tomyris, Robert the Bruce, Isabella, Carus, Matthias, and Barbarossa.

2. I’m wondering if you have any tips on a good strategy to take down an alliance city banner (which requires occupying it for a decent amount of time with a big set of troops). Our alliance, as #1 on the server and by far the strongest in PVP, set up a council to cooperate with everyone on monarch rotation, server nap, etc., but as noted in my previous comment, the #2 alliance keeps threatening tile attacks or threatening to attack smaller alliances that are getting a monarch rotation under the system everyone else agreed on (they obviously can’t beat us directly; they tried once to stop us in a throne war and lost badly; they’re more likely to do sneak attacks on smaller alliances). I’m the only k33 on the server (with about 80M power now), but the #2 enemy alliance has three k30s around 60-70M power each (the one with highest power has decent buffs now; the others are unfocused and comparably weak). Their strategy is to only unbubble when all three of their k30s are online, and to then do very quick rallies and rebubble; if one of them has to unbubble to do something in game, that player will be very heavily reinforced. They often rally quickly, and whether in a rally or solo hit, always speed up their march 10-20X to do extremely fast attacks, then re-bubble within seconds (as soon as their troops start marching back) so they can get in an occasional hit on someone whose bubble fell without giving us enough time to reinforce or hit the attacker(s) back.

Given that they’re always bubbled, we’re thinking of attacking their alliance city banner to see if we can either entice them to unbubble or at least embarrass them a bit if they decide to just sit there and let the banner fall. I’m wondering if you have any tips/ideas for how we might make such an attack successful. Obviously, since I have only one full march right now, one concern is that if I use that march to attack their banner (helped by the k30s in my alliance) they might then split up and try to hit a bunch of our sub cities simultaneously, forcing us to abandon the banner attack to protect the subs, which might reset the timer. I was thinking I could build an extra 150k ranged troops or so and ghost them while we attack the banner, so they don’t die if the enemy rallies against my main city while most of my troops are trying to tear down the banner — but unghost those extra troops if the enemy starts trying to take one of my subs, since they can’t rally against a sub city and it might not take too much to hold the sub against a 1-on-1 attack. Would be interested if you have any ideas for what we should try or how many extra troops I’d need to hold a sub against a 1-on-1 attack by a well-buffed k30.

1. Sounds like in your situation ground would be best. Archer 1st, with a followup ground attack is the key to killing mid size players by yourself (300-800mil). Most useful for battlefield since the archer march is going to die.

2. To take an alliance banner? You just need troops in there. Don’t worry about the timer getting reset, because it’s not an instant reset. They have to fill it with troops to regenerate it I believe.

In regards to defense, I am curious what you think the specific difference between def and hp is.

I’ve seen a bit of speculation that perhaps defense gets taken away from attack on each hit – so let’s say ranged 14 vs siege 14 is 8726 ranged attack vs 7232 siege def – the damage dealt would be 1495 per attacking unit. You could then distribute that over the number of defending units to get the loss in HP.

This gets weird, though, when you have attack lower than def – for example if siege hits ground: siege attack is lower than ground def at all troop levels, so the difference is negative. Do the ground troops get away unscathed? An easy way to test would be to send siege against ground (any tier) and see if there are no wounded ground troops.

Anyways just thinking it through. Let me know if you want to see my work – the spreadsheet is quite massive lol.

A great guide , well done !
I’ve noticed that the March size buff only apples to the amount that’s allowed by your rally spot level and not the whole March including bonus troops from buffs etc..
Do attack buff figures apply to the whole March or just the amount allowed at rally spot !
Hope my question is clear !

Attack buffs apply to the whole army.

All buffs (that I can think of) work this way — you have a base that all addition/multiplication buffs apply to. The buffs never apply to the buffs, so 300% and 300% doesn’t make 900% — it makes 600%. Hope that makes sense.

Anyway, you have your base march size from rally spot, and all addition/multiplication buffs affect that base amount. For troops it’s their base stats as seen in barracks, archer camp, etc.

Also in an attack , when it’s not a certain troops turn to attack ? I’m assuming they take turns , as this seems to be the consensus do they become defending troops or are they still classed as attacking ?

you have said a lot, I just read the result: ranger. OK, I built a full troop of ranger and completed layer. But I spent a lot of resource of life stones in svs. Your strategy is to attack, this doesn’t work. I prefer to defence now for it seems fewer death in pvp. Wounded could be healed, death need to use expensive resource of life. But that’s hard to find strategy. I just got some ppl’s strategy, he is using mixed troops to defence. why? how to make a good defence troop?

you are too ideal, when you have 600% range buff, your opponent will have 400% ground buffer or above, they are not silly. if they are not a same lvl opponent as you, that don’t need to discuss. 500% ground could absolutely kill range by 1:3. even lower lvl ground can hurt range a lot. If you get same point as your lost, why you attack? That’s a great damage. When you land on enemy server, bigger or similar guys will come to challenge you, not smaller guys. If you are not a money player, you mostly will be weaker than your opponents. The only way is defence. because defence attack in research is more than march attack. But when enemy attack you, always using their best general, it should be a tough battle. but of course, you will still be a little better, for your defence attack is really better and your troops power is bigger than your enemy march.

Any chance you have experience with layers in rallies? One thing I’ve never seen really dug into is whether layers add together or fight separately in rallies (or as reinforcements).. I.e. if I send the bottom tiers and my alliance mate sends the top tiers, is that the same as each of us sending half of all tiers, assuming troop numbers and general buffs/debuffs are identical?

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