Battle Mechanics (Monster, Boss)

All battles in evony are calculated automatically and only the results are notified to the player. The player will not be able to see how the battle is conducted internally. The publisher-developer, Top Games INC, does not disclose that information either.

This stimulates the player’s inquisitive mind, and unraveling the battle mechanics is one of the attractions of this game.

In this article, I have conducted my own tests and investigations and put together a hypothesis about how battles with monsters are conducted internally. I don’t know if everything is completely correct, but I hope this will be helpful.

You can read more about how I arrived at this idea in the second half of this article if you’re interested. I wrote a specific flow of the battle.

*Legend: t10 = Tier 10

Battle Mechanics (Monster, Boss)

The mechanics of monster fighting differ greatly from the mechanics of PvP (Player vs Player).

The Basics

  • Turn-based
  • The player attacks first and always deals damage on the first turn.
  • If a player cannot be defeated in the first turn, he or she will always be attacked by a monster.
  • Whenever a player is attacked by a monster, a troop is wounded.
  • If a troop is wounded more than 10%, you will lose.
  • No more than 10% of troops are wounded. (Adjusted to 10%.) (Note: Under certain conditions, the percentage may be less than 10%. Currently confirmed when fighting with ground only.)
  • The damage dealt to a monster depends on the attack and number of troops.
  • The number of wounds depends on the defense and HP.

Boss & Normal Monsters

  • Bosses and normal monsters have slightly different mechanics.
  • In boss fight, as the number of troops is increased, the “number” of wounds decreases in a stair-step fashion. (There is a “landing” where the number of wounds does not decrease even if you increase the number of troops.) It does not decrease on a gentle slope.
  • In normal monster fight, the wounded “rate” decreases in a stair-step fashion as you increase the number of troops. (Even if you add more troops, the number of wounds increases and decreases until the number of wounds reaches 0.)

Different Tier Mixed

  • In a mixed formation of different tiers, they attack from the highest tier to the next.
  • Each tier will have one turn. For example, if the Tier 10 cavalry attacks, then the monster will attack the Tier 10 cavalry. Next, the Tier 9 cavalry will attack.
  • Attacks from the monster to the player are made against one tier per turn. It is not a simultaneous attack on all tiers.
  • Each tier is disabled from battle when its wounding reaches 10%. When all tiers reach 10% wounded, you lose.
  • If each tier fights for a number of turns, they will alternate. (As in “t11, t10, t11…”) It does not mean that the higher tier fights many times until the higher tier is unable to fight first, and then the lower tier starts fighting.

Different Troop Types mixed

I think the following needs a bit more testing, but so far it seems to make sense.

  • If you have a mix of different troop types, each troop type has one turn. Once the ground attacks, the monster attacks the ground. Next, the cavalry attacks.
  • The order of the turns is, at least, the ground before the cavalry.
  • The “speed” (each troop’s basic stats and general skills) is irrelevant to the order of turns.
  • Ranged troops do not fight until the ground, cavalry, and siege machines are disabled (10% wounded).
  • The siege machine begins battle at zero distance from the monster. Thus, they take damage from the first turn. (There is no turn that a siege machine deals damage unilaterally. )
  • The “range” (each soldier’s basic stats and general skills) is irrelevant in a monster fight.
  • The concept of “battlefield size” is not relevant in a monster fight. (Distance from the monster, depending on the maximum range of the troop type participating in the battle).

From these, we could say the following.

Important things in monster fighting

To reduce the number of wounds to “0”

  • You need to defeat it in the first strike of one turn.
  • To do so, increase the attack first. (Research, generals, equipment, skills, gear, etc…)
  • Secondly, increase the number of troops.
  • Only use cavalry and do not mix them with other types of troops. (As it is the most aggressive troop type.)
  • However, it does not matter if the troops are specialized in other troop types, as long as you can secure enough attacks to defeat them in one turn.
  • Only a single tier should be used, and do not mix other tiers. (This does not mean that mixing other tiers will result in wounds. If you need to turn to another tier, it means that your first turn is not strong enough to attack. Therefore, it means that the turn 1 troop will always be wounded. Therefore, if you want to get to 0 wounds, there is “no point” in adding another tier.)

To reduce the number of wounds (if you allow “Non-0”)

  • Reducing the number of turns is of paramount importance. (In boss battles.)
  • Increasing defense and HP can also help, but turn reduction has a greater impact. (i.e. attacks and troop numbers)
  • Mixture of different troop types, the inclusion of ranged troops can not reduce the number of wounds of cavalry and ground troops. Because the ranged troops fight after the cavalry and ground troops are disabled (10% wounded).

For the creation of troops

  • If you allow one turn’s worth of wounds, you only need a “minimum” number of troops to defeat the monster in two turns. In this case, you can significantly reduce the cost/effort of creating a troop.
  • In the example of the Peryton in the investigation described below, you need 85,000 troops to defeat it in one turn, but you only need 50,000 if you’re fine with two turns. If you make 80,000, the number of wounds won’t be reduced at all, since you’ll need two turns as well. Hence, in this case, increasing them would be, in a sense, useless.
  • However, you will need to pay for recovery, and there is also the aspect of whether it will be enough for PvP (Player vs Player), so you need to consider which is more beneficial.
  • If efficiency is important, you should keep your troops at a minimum, at least until you are able to make t10.

Basic Survey Data – Wounding Changes by Number of Troops and Guess the Turn

  • The number of wounded was studied by changing only the number of troops. Other conditions are the same.
  • Troop composition is only the same tier of cavalry. It was conducted at tier 10 and tier 11 respectively.
  • The defeated monster was the Boss Peryton.
  • My guess about the turns.

t10 cavalry only

Number of
Number of
90,00000%Kill on turn 1
85,00000%Kill on turn 1
80,0002590.32%Kill on turn 2
70,0002590.37%Kill on turn 2
60,0002590.43%Kill on turn 2
50,0002590.51%Kill on turn 2
40,0005171.29%Kill on turn 3
30,0005171.72%Kill on turn 3
25,0007763.1%Kill on turn 4
22,0001,0344.7%Kill on turn 5
21,0001,2926.15%Kill on turn 6
20,0001,5517.75%Kill on turn 7
19,0001,90010%Lose (9 turns)
15,0001,50010%Lose (7 turns)
10,0001,00010%Lose (5 turns)
5,00050010%Lose (3 turns)

t11 cavalry only

Number of
Number of
50,00000%Kill on turn 1
40,0002080.52%Kill on turn 2
30,0002080.69%Kill on turn 2
20,0004152.07%Kill on turn 3
15,0006234.15%Kill on turn 4
14,0008305.92%Kill on turn 5
13,0001,0377.97%Kill on turn 6
12,0001,20010%Lose (7 turns)
10,0001,00010%Lose (6 turns)
From these you can see that
  • The number of wounds fluctuates in a staircase rather than a gentle slope.
  • For t10 cavalry, the number of wounds per turn is about 259 (under the present conditions)
  • For t11 cavalry, the number of wounds per turn is about 208 (under the present conditions)

What happens when you Mix the Different Tiers

Pattern A: Adding a little bit of Upper Tier

In the previous basic survey, the

  • t10 Cavalry 80,000 -> Wounds 259

With 85,000 t10 cavalry, I had zero wounds, so I could kill it in one turn with a few more troops. So I investigated what would happen if I added 5,000 more t11 cavalry for a total of 85,000.

The 85,000 t10 cavalry had 0 wounds, so I would like to see it go to 0 in this case as well, but what happens?

  • t10 Cavalry 80,000 -> Wounds 0
  • t11 Cavalry 5,000 -> Wounds 208

Wounds on t10 cavalry were reduced to zero, but wounds occurred on t11.

The results show that
  • The entire troop’s attack is up, but it has not been defeated in one turn. Therefore, t10 and t11 are not attacking at the same time.
  • If t10 had attacked first, t10 would have been wounded and t11’s wounds would have been reduced to zero, but this is not the case. Therefore, the higher tier is attacking first.
  • From the previous basic survey, we know that t11 cavalry has 208 wounds per turn, and the number is the same in this case. Therefore, the t11 only receives one attack from the monster.

Therefore, the battle should have proceeded in the following order.

Battle Flow
  1. t11 cavalry attacked the monster
  2. Monster attacked t11 cavalry (wound 208)
  3. t10 cavalry attacked the monster (killed)

Pattern B: When all tiers fight for multiple turns

In Pattern A, each tier ended the battle in a single turn, so we now investigate the case where all tiers fight for multiple turns.

The basic survey data for comparison are as follows.

  • t10 cavalry 25,000 only -> wounds 776
  • t11 cavalry 15,000 only -> wounds 623

*t10 cavalry have about 259 wounds per turn, so they are considered to have had a kill on turn 4.
*t11 cavalry have about 208 wounds per turn, so they are considered to have had a kill on turn 4.

The above was studied in mixed formations.

  • t10 Cavalry 25,000 -> Wounds 259
  • t11 Cavalry 15,000 -> Wounds 415

Wounds were reduced in both t10 and t11.

Based on what we found in Pattern A, we can assume that the battles proceeded in the following order.

Battle Flow
  1. t11 cavalry attacked the monster
  2. Monster attacked t11 cavalry (wounds 208)
  3. t10 cavalry attacked the monster
  4. Monster attacked t10 cavalry (wounds 259)
  5. t11 cavalry attacked the monster
  6. Monster attacked t11 cavalry (wounds 208+208 ≈ 415)
  7. t10 cavalry attacked the monster (killed)

The alternation of “t11, t10, t11…” is based on the results in Pattern A. If there is no alternation and t11 fights first, then the wounds of the t11 cavalry in Pattern A should be 500, not 208. (It should be 500, which is 10% of 5,000, since it will fight until it is incapacitated.) But it is not.

What happens when you mix Different Troop Types


  • Can the number of wounds be reduced when battling in a mixed troop-type formation? Turn less?
  • The ranged troops don’t hurt at all, but is it more profitable to put them in? Turn less?

About these, I would like to think.

Pattern A: All troop types mixed

In the previous basic survey, the

  • t11 Cavalry 15,000 only -> Wound 623 (kill on turn 4)

was, but does adding the other troop types reduce the cavalry wounds ? (= fewer turns to kill)

  • t11 Cavalry 15,000 -> Wounds 415
  • t11 Ground 30,000 -> Wounds 297
  • t11 Ranged 30,000 -> Wounds 0
  • t11 Siege Machine 30,000 -> Wounds 2,545

Cavalry wounds are reduced by one turn. (208)

Thus, in terms of “reducing the number of turns the cavalry takes damage,” adding other troop types proved to be effective.

Also, the ground troops and siege machines suffered wounds, while the ranged troops were unharmed.

From these results, it appears that the following would be effective (and potentially reduce the total number of wounds), but

  • Putting the ranged troops into the formation (since they were unharmed)
  • Putting the ground troops into the formation (wounds were done, but not in ridiculous numbers) (although you need enough “attacks” and “numbers of troops” to reduce the number of turns, which could also reduce the wounds of ground troops).

But is this really the case? I investigated again with a large number of additional ground and ranged troops.

Pattern B: All troop types mixed (more Ground, Ranged)

  • t11 Cavalry 15,000 -> Wounds 208
  • t11 Ground 90,000 -> Wounds 149
  • t11 Ranged 90,000 -> Wounds 0
  • t11 Siege Machines 30,000 -> Wounds 1,697

As expected, the wounds of cavalry, ground troops and siege machines were reduced.

Without the siege machines, the total number of wounds was reduced compared to the first case with only 15,000 t11 cavalry (623 wounds).

So, I fought without the siege machine.

Pattern C: Cavalry, Ground, Ranged

  • t11 Cavalry 15,000 -> Wounds 208
  • t11 Ground 90,000 -> Wounds 297
  • t11 Ranged 90,000 -> Wounds 0

The result is that the ground troops have more wounds, but still have fewer total wounds (505) than in the first case, with only 15,000 t11 cavalry (623 wounds).

This also shows that the cavalry fought one turn, but the ground troops fought two turns.

Thus, in terms of turn order, we can see that the ground troops are ahead of the cavalry.

And at the same time, we can see that the “speed” of the cavalry and the ground troop is irrelevant to the order of their turns (the speed of the cavalry is 600, and the ground troop is 350).

Pattern D: Cavalry, Ground, Ranged (more Ranged)

Then add a large number of ranged troops to reduce the wounds of the ground troops to 149, reducing the turn.

  • t11 Cavalry 15,000 -> Wounds 208
  • t11 Ground 90,000 -> Wounds 297
  • t11 Ranged 200,000 -> Wounds 0

As a result, the wounds of the ground troops remain the same and are not reduced. We can see that the turn was not reduced.

If I fought with only 200,000 t11 ranged, I could have won the battle with zero wounds, i.e., in one turn, so this result means that the ranged did not attack at all.

In other words, the battle would have proceeded as follows.

Battle Flow
  1. t11 Ground attack the Monster
  2. Monster attack t11 Ground (wounds 149)
  3. t11 Cavalry attack the Monster
  4. Monster attack t11 Cavalry (wounds 208)
  5. t11 Ground attack the Monster
  6. Monster attack t11 Ground (wounds 149 + 149 ≈ 297)
  7. t11 Cavalry attack the Monster (killed)

Presumably, if the cavalry and ground troops are not out of battle, the ranged troops and monsters will not be engaged. (So the ranged troops had zero wounds.)

Therefore, we did some more research.

Pattern E: Cavalry, Ground, Ranged (Cavalry, Ground are few)

Cavalry and Ground troops, investigated in greatly reduced numbers, so that in the middle of the battle would be unable to fight.

  • t11 Cavalry 200 -> wounds 20
  • t11 Ground 500 -> wounds 50
  • t11 Ranged 200,000 -> wounds 0

It is believed that the battle progressed in the following sequence

Battle Flow
  1. t11 Ground attacked the Monster
  2. The Monster attacked t11 Ground (wounds 149; became incapacitated for exceeding 50, which is 10% of 500, and adjusted to 50)
  3. t11 Cavalry attacked the Monster.
  4. The Monster attacked t11 Cavalry (wounds 208; became incapacitated for exceeding 20, which is 10% of 200, and adjusted to 20)
  5. t11 Ranged attacked the Monster (killed).

As mentioned earlier, it makes sense, because if I fought with only 200,000 t11 ranged, I could win with zero wounds.

Pattern F: Cavalry, Ground, Ranged (all a few)

Survey with a much reduced number of ranged to see when a ranged will be wounded.

  • t11 Cavalry 200 -> Wounds 20
  • t11 Ground 500 -> Wounds 50
  • t11 Ranged 50,000 -> Wounds 1,047

As a result, wounds occurred to the ranged soldiers.

The wounds to the cavalry and the ground, as before, are 10% of the battle disabled.

It is thought that the ranged fought with the monster for several turns after the ground and cavalry were disabled, and then defeated it.

The answer to the question at the beginning

From these, the answer to the opening question is

Can the total number of wounds be reduced when battling with a mixture of troop types? Turn less?
  • It may be reduced (but not to 0) by using cavalry plus ground troops. However, it may not be practical, as the ground troops must be fairly well-stocked and attacked.
  • Even if you include ranged troops, they will not attack until the cavalry and ground troops are out of combat, so they are not as effective as they could be.
  • The siege machine contributes to a reduction in the number of turns, but is impractical because you get hit from the first turn and have too many wounds.
The ranged troops don’t hurt at all, but is it more profitable to put them in? Turn less?
  • A cavalry plus a ranged does not reduce a cavalry’s wounding (and does not reduce a turn). A ranged does not participate in a battle until 10% of a cavalry is wounded and disabled.
  • A cavalry plus a ranged may help a monster win if it cannot win with cavalry alone. (The ranged fights after the cavalry is disabled (10% of the cavalry is wounded), but in this case the ranged is wounded.

In the case of Normal Monsters, basic survey data

In the case of normal monsters, the mechanics are slightly different from those of the bosses.

The following is a survey of the number of wounds against the Evil Knight Lv 30, changing only the number of troops. (t10 Cavalry Only)

Number of
Number of

In the boss, the “number” of wounds changed up the stairs, but in normal monsters, the “rate” of wounds changes up the stairs. Thus, the “number” of wounds goes down and up until it reaches 0.

The same logic applies to the bosses, where a 10% wound is a loss.

Well, what did you think?

I may be wrong in some areas, in which case I’d appreciate it if you let me know in the comments section.

Have a good Evony life! 😃




If you use Monarch Talent “Lv4 Mortality” it will reduce your wounded 50% from wounded without Mortality talent and max reduce wounded is 5% (from 10% max)

Our guild is looking to take on B13 and our best guys are keep lvl 31, with T12 troops. How does the battle mechanics work with supporting troops?

Oh man, this was an amazing read. Thanks for all the hard work you put into testing and documenting your hypothesis! Great work


If anyone knows, please let me know.
If someone makes a rally for B11 Efreet, and the person who set up the rally has 600,000 T11 archers and one participant has 600,000 T11 cavalry, will the order of attack be from the participant’s cavalry?

Also, if the person who set up the rally is T12 archers and the participant is T11 cavalry, what will be the order of attack for the boss?


That should be in the order of ground troops, mounted troops, and ranged troops, regardless of level. I don’t know about siege machines.

The Vikings get progressively stronger as the levels go up, so I fight them knowing that I will get wounded, just to check my growth.
This time, against hard level 34, I won with 450k t11 and 14k wounds.
However, at hard level 35, I lost with less than 23k in wounds.
As others have written, it seems that over 5% can result in a losing decision.

If you choose the “Mortality” of the monarch’s talent, you will be judged to lose if the rate exceeds 5%.

Abhijeet N

Is it possible to kill Level 12 Boss Kamatichi using alliance rally where 5-6 big players send. 400k T11 troops each? What will be the possible wounded?


We did it a few times with T11’s:
1.2M T11 cavs -> just under 10% wounded. Win, but high healing cost.
2M T11 cavs -> about 6% wounded. Still pretty expensive to heal.


Yes to kill b12 is possible with t11 cavalry with a general power 3m or more than that and 630k t11 troops but still u get wounds if u attack like 23k or 19k but u will kill


Isn’t there a change in the specification of the percentage of confirmed losses?
When I tried it today, I was wounded 5% of the time and lost.


Thank you very much for your help.

I’d like to give you a small tip.
Is it correct to say that it is already a popular technique to have only one troop participate in a rally set by an alliance member?

In that case, if you participate with a ranged troop, that ranged troop will certainly not become a wounded troop, with a few exceptions.
It’s only one person, but I recommend it because it saves you a lot of trouble.

The exception to this is if the person who set up the rally is reckless, i.e., if they participate in a rally with a strong boss monster that causes a lot of wounded troops, even the ranged troops will be wounded.

I hope this helps everyone’s Evony life.

Thanks for the info 😃.
In some alliances, participants must join with only one troop or they will get pissed 😅.
Note that if you join with a different type of troops than the rally owner, the rally owner’s troops sometimes get wounded, so you might want to be a little more careful about that 🤔.

After taking on lvl 30 common monsters, with 150K XI cavalry I still took a few wounded so something may be amiss.

I have always found this site to be helpful.
Recently, I feel that maybe the game specifications have changed as follows.

1. I feel that siege machine have been wounded less. (I haven’t compiled the data in detail, but…)
2. vs. yasha… same general
t10 cavalry 78,000 -> wounded 115
In contrast.
t10 ground troops 78000… wounded 0
t10 cavalry 78000… wounded 90
So, the ground troops did not act first.
As the overall power increases, the number of wounds decreases. (?)

In the past, indeed, in the latter pattern, the ground troops were wounded. However, I wondered if something had changed.
Also, this may have reduced the loss of siege machine in monster hunting. I’m not exactly sure…

If I fight b8 solo with 250,000 t10 ranged troops and no sub city, I am not wounded. However, if I rally under the same conditions, I take no damage, but a member who participated in the rally with 1 t8 member said, “Ground troops will almost certainly be wounded. Ranged troops have a pretty good chance of survival.”
I don’t think the rally owner will necessarily be the first to attack, depending on the type of troops the rally owner has.


Feels like freely swimming in sea of knowledge. Thank you


Do the skill books mounted attack and mounted attack against monsters stack? I want to do more damage to the worldboss and thinking about to add both books to my boss gen.


Very interesting, thank you very much. Would you still take march size (12%) or maybe the new HP against monsters (+45%) ?

If you want to reduce the number of wounds “significantly”, then march size is the way to go.
However, as explained in the article, there is a possibility that you will not be able to reduce your turns and you will not be able to reduce your wounds at all.
In that case, you may need to increase the number of troops or further increase the attack.
In the case of HP, the number of wounds is most likely to decrease, but not “significantly”.

How monster battle works when multiple alliance member join full marches of same level troops?
e.g. To kill Boss 12, 3 members from alliance sent 500K t11 cavs.. Do all 1.5M cavs attack in first round itself or it is distributed in separate rounds?

Hi. I have a question, how do you think the power of the general is related to this?


Nice to meet you. I’m always happy to help.
I want to increase the damage of one hit in the world boss. What should I do?


Does this mean that there is no benefit to using the Mounted Speed skill on generals? I haven’t been able to find anything on that yet.


I joined a rally with about 200,000 tier I ground troops and the rally owner’s tier XIII cavalry got 8,000 more wounds 🤔.
Based on the description on this page, I think the boss’s turn has increased, but I can’t figure out why the cavalry’s wounds have increased. 😅
Does this mean that the wounds are calculated based on the total number of troops that participated in the rally?


Thanks for the great job.
Have you fulfilled similar test for the alliance rallies? It would be alittle more complicated.

It’s a great thought, and it put a lot of questions in my mind. Thank you very much. I’m looking forward to the PvP version of this, there’s a lot I don’t know about PvP.


I knew it. So when fighting bosses and normal monsters, it doesn’t matter what compensation for speed, range, etc., if the tiers are the same, the order of attack will be ground, mounted and archer.

Always a pleasure to read! Thank you.
By the way, I was thinking that the order of attack would be the mounted attacking first, considering the speed of each type of troop (mounted 600 ground 350 ranged 100 siege 50), but I was wondering if this speed is only valid for PVP?

Thank you too.☺️
I’m of the opinion that speed is only useful in PvP.
Before the test, I thought that cavalry was first, but that would have made the test results inconsistent, so I don’t think speed is a factor in fighting monsters.
To be honest, I think it’s a weird specification. 😂

Great write up! One thing I’m wondering about though, our alliance rally carriere solo bosses with 0 wounded but once they rally they end up with wounded. They solo without subcities, do you have any idea what could cause this?

Thank you! 😃
Does that mean that the troops of the rally setters were wounded?
I don’t have that experience myself, but I’ve heard rumors that if a rally participant puts in a lot of low tiers, the high tier of the rally setter can be hurt. 🤔
But this is unverified, so I can’t be certain.

Also, the rally participants put low tier does not have a significant impact on the win rate, on the contrary, the low tier may be wounded, so in my alliance, those who participate in the rally will participate in the rally with a single soldier. 😃


I know there is a technique where rally participants can send only one siege machine to save time on the return trip. I believe that the siege machine would be the first to attack.

Thanks for the information! 🤗
At the time of the World Boss, I was going to participate in a rally with one troop, but I didn’t think of the idea of taking part in a rally with a single siege during a normal boss!
When I tried it with cavalry + siege when soloing, the siege broke down to 0, so there may be a condition specific to rallying 🤔

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