Which unit beats which?
Matchup multipliers that change your units' power based on the enemy army's composition.
How it works
- Each unit's attack or defence power is weighted by a matchup multiplier based on the unit types in the enemy army.
- The weight is the enemy unit's share of (attack + defence) × count; a handful of counter units does not grant the whole army the full bonus.
- Wolf Agents and fortification are excluded; adding agents does not reduce a disadvantage, and the same type or an empty enemy is neutral (×1.00).
- The multiplier applies only to troop power; the wall, position bonus and tactic multiplier are calculated separately.
- When attacking a player village, the home garrison at the moment of arrival is used; soldiers away on marches do not defend.
- Incoming NPC raids are evaluated with their real unit plan; world NPC targets without a unit plan use the older abstract power calculation.
- Example: 100 Spearmen (defence 82) against an all-cavalry army produce 100 × 82 × 1.35 = 11,070 defence power.
Step by step
- Learn the target's unit mix from a scouting report or a previous battle report.
- Put the units that beat the enemy's dominant type into your formation: Spearmen against cavalry, cavalry against Steppe Archers, Steppe Archers against Spearmen.
- Against a mixed enemy, do not go all in on one type; mix two types according to their weight share.
- After the march, see both sides' power and losses in the report's Attacker and Defender panels; read the power ratio in the ‘How was the result calculated?’ section under ‘Battle details’ and adjust your next formation accordingly.
The multiplier does not apply to fortification; wall and position bonuses are added regardless of the enemy's composition.
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