Troop Type Guide: Usage & Characteristics (Mounted, Ground, Ranged, Siege)
There are four types of troops in Evony TKR: Mounted troops, Ground troops, Ranged troops, and Siege machine.
This article explains the characteristics of each, the differences, and how to use them differently.
I think this will be somewhat useful not only for beginners but also for intermediate players, as it will largely lead to an explanation of PvP battle mechanics.
Note: Some of this information has not been officially announced by TOP Games, so some of it is based on my own experience.
Basic Usage 1
If you are new to the game, you can think of them as follows
- Mounted = for PvE (Hunting Monsters)
- Other = for PvP (Player vs Player)
Therefore, there is no need to increase the number of troops other than mounted troops until you start doing PvP in earnest.
Ranged and Ground troops can be used to hunt monsters, but they require more than twice as many troops as Mounted troops, so they are not recommended in the early stages of the game.
The same is true for Siege machines, but they are very fragile and should not be used to hunt monsters unless you have enough troops ready to “ensure ZERO wounds”. However, it is not a bad idea to increase the number of siege machines for resource gathering, as they can carry more than other types of troops.
Basic usage 2
To elaborate a bit more, here’s what I mean
- Mounted = PvE (Hunting Monsters), PvP (vs Ground)
- Ground = PvP (vs Ranged), Resource gathering
- Ranged = PvP (vs Mounted)
- Seige = PvP (vs Ranged), Resource gathering
As you can see, in PvP, there is a rock-paper-scissors relationship between each type of troops.
Relationship between Strong & Weak 1
The basics are as follows. (Note: In case of equal tier, buffs and debuffs.)
- Mounted is strong against Ground.
- Ground is strong against Ranged.
- Ranged is strong against Mounted.
Siege machines are a little bit special in that they tend to be strong against ranged and weak against mounted and ground. (However, what I find even more unique is that they are “extremely” strong against troops of lower tier than themselves. I’ll explain more later.)
IMPORTANT – these are only for cases where the tiers, buffs, and debuffs of the troops, yours and the enemy’s, are equal. If there is a big difference, this is not the case.
For example, if the enemy player has a troop formation that specializes in ranged troops and has a very high attack buff for ranged troops, and you have a troop formation that specializes in ground troops, you will not be able to win unless you have enough ranged troop debuffs and ground troop buffs.
In addition, some of the monsters have a pre-battle screen that lists the type of troops, such as mounted, ground, ranged. However, as a matter of fact, there is no need to worry about it. (It’s fine to form troops with only mounted. Changing the type of troops doesn’t dramatically improve anything.)
Relationship between Strong & Weak 2
The premise is that PvP battles start at a distance from each other and proceed by turns. and
Mounted & Ground are strong against Ranged & Siege “IF THEY CAN GET CLOSE ENOUGH”.
*Mounted & Ground are Close combat types.
*Ranged & Siege are Long-distance combat types.
Pros and Cons of each
Pros
- Mounted = Attack, Speed
- Ground = HP, Defense
- Ranged = Range
- Siege = Range, Load
Cons
- Mounted = Defense, Range
- Ground = Attack, Range
- Ranged = Speed, Defense, HP
- Siege = Attack, Defense, HP
Stats
The following stats are defined for each troop type.
- Attack – Increases damage to enemies.
- Defense – Reduce damage from enemies.
- HP – Enables to withstand more damage.
- Speed – The speed (non-march speed) at which a troop can reach an enemy after combat has begun.
- Range – The range of troop’s attacks
- Load – How much troop can carry when gathering resources.
- Upkeep – the amount of food consumed per certain amount of time.
- Power – a rough estimate of strength
Reference: Stats of Tier 12 troops
Mounted | Ground | Ranged | Siege | |
---|---|---|---|---|
Attack | 5,187 | 2,425 | 3,000 | 2,425 |
Defense | 3,425 | 7,000 | 2,425 | 1,162 |
HP | 9,362 | 13,850 | 5,900 | 2,425 |
Speed | 600 | 350 | 100 | 75 |
Range | 50 | 50 | 500 | 1,867 |
Load | 36 | 45 | 36 | 63 |
Upkeep | 9.6 | 8 | 7.2 | 7.2 |
Power | 53.63 | 53.63 | 53.63 | 53.63 |
Related: Troops Initial Stats List
Supplement 1: Speed & Range
The longer the range, the more one-sidedly you can attack the enemy until they reach your troops.
The faster the speed, the closer your troops can get to the enemy in one turn, reducing the number of times your troops can be one-sidedly attacked by the enemy.
In monster battles, the battle begins at zero distance, and speed and range seem to be irrelevant. (See the article for the rationale. Battle Mechanics (Monster, Boss) )
Supplement 2: Power
Power is a number that indicates strength, but it is only a reference number.
The power of a troop is the same for all troop types, as long as they are in the same tier. There are differences in attack and HP between troop types, but they do not show up as differences in power.
*As an aside, this is an important point to note in this game in general. Sometimes, the number of wounds can differ greatly between two boss monsters of equal power, even though they were killed under the same conditions. This is probably due to this specification. (The situation did not improve when I tried fighting with different types of troops.)
Characteristics of each troop type in detail
Mounted Troop
- Primary Usage – Monster Hunting
- Good Against – Ground, Siege
- Bad Against – Ranged
- Pros – Attack, Speed
- Cons – Defense, Range
With the highest attack, it is suitable for hunting monsters.
In PvP, their speed makes up for their inability to attack without getting close.
Low defense makes them prone to wounds.
They are especially strong against ground, and in my experience, their kill rate is often over 1.5. ground have low attack, so they can withstand their attacks and be killed by the high attack of mounted.
Against ranged, mounted’s low defense makes them easy to be killed by repeated attacks before they can get close to the ranged. Even though the mounted has high speed, the ranged’s attack is not low, so they will be killed in a small number of attacks.
Against siege, the mounted will be attacked many times before they get close to the siege, but the siege’s attack is low, so thanks to their high speed, they can get there before the mounted die. Once they reach the siege, the siege’s defense and HP are quite low, so they can be defeated in a small number of turns.
*Whether the speed of the mounted is an advantage or a disadvantage is a matter of opinion. Some say it just makes them more likely to die, but at this point I’ m not sure if that’s true. (I haven’t been able to get any evidence to prove this.)
Ground Troop
- Primary Usage – PvP, Resource gathering
- Good Against – Ranged, Siege
- Bad Against – Mounted
- Pros – Defense, HP, Load
- Cons – Attack, Range
It is not impossible to hunt monsters, but because of its low attack, it requires more than twice as many troops as mounted.
It has the second highest carrying capacity after siege. It is not bad to use them for resource gathering.
In PvP, their high defense and HP compensate for their disadvantage of not being able to attack until they are close to the enemy. They can withstand one-sided attacks over and over again to reach the enemy.
They are strong against ranged, but that’s only if they can reach the ranged. If the ranged troop’s attack buff is extremely high and you don’t have the ranged debuff, ground won’t be able to reach the ranged and ground will be killed.
Against siege, the ground will be attacked many times before they can get close, but since the siege’s attack power is low, the ground troops’ high defense and HP will allow them to get there before the ground die. Once they reach the siege, they can defeat the siege because the siege’s defense and HP are quite low.
They are especially weak against mounted. Because the range of the ground and the mouted are the same, the ground cannot damage the mounted before they get close to mounted. Therefore, it cannot cover the low attack of the ground.
Ranged Troop
- Primary Usage – PvP
- Good Against – Mounted
- Bad Against – Ground, Siege
- Pros – Range
- Cons – Speed, Defense, HP
It is not impossible to hunt monsters, but they do not have high attack and require twice as many troops as mounted.
In PvP, their weakness is that they are weak when the enemies get close to them, but they make up for it by attacking unilaterally at range. They have a higher attack than siege, but their range is inferior.
It is especially strong against mounted. In my experience, it often has a kill rate (ratio of troops killed per man) of 1.5 or higher. It is not uncommon for them to single-handedly defeat higher tier mounted.
They are vulnerable to ground, but only if the ground gets close to them. Therefore, if you can buff your ranged troops enough to take out the ground before that happens, you can counter them.
Against siege machines, the siege has a longer range than the ranged troops, so the ranged troops are basically at a disadvantage. Since the speed of the ranged troops is slow, it takes time for the siege to enter the range of the ranged troops. If the enemy has few siege, you can win, but if they have a lot, be careful. This is especially important when attacking the enemy player’s city. Unlike the attacker, the defender has no limit on the number of troops. There have been cases where a player with a keep level 35 was defeated by an enemy with a large number of tier 1 siege machines.
Siege Machine
- Primary Usage – PvP, Resource gathering
- Good Against – Ranged
- Bad Against – Mounted, Ground
- Pros – Range, Load
- Cons – Attack, Defense, HP
*The speed of the siege machine is quite slow, but its range is quite long, so it is practically not a problem. Rather, it is an advantage because it is vulnerable when the enemy gets close to them.
Since it has the highest carrying capacity, it should be used aggressively for resource gathering.
In PvP, they make up for their weakness of being “vulnerable when approached by enemies” with their one-sided attacks at extremely long ranges. (2.8 to 4 times longer than the range of a ranged troops.)
They are strong against ranged troops, and can be defeated by attacking them repeatedly before the slow ranged troops get close.
Siege are weak against mounted and ground. Before the siege can defeat the mounted/ground, the mounted/ground will approach and defeat the siege.
However, in my experience, they are “extremely” strong against troops of a lower tier than themselves. In my recent battle reports, the kill rate was 10 to 23 times higher. This may simply be due to the low HP and defense of the enemy.
Supplement: Siege Machine Enhancements through Updates
The range of the siege machine was changed in ver 3.86.0 update on November 14, 2020.
The range was previously 1,400 for all tiers, but changed to the following
- Tier 1-4 – 1,400
- Tier 5-8 – 1,556
- Tier 9-10 – 1,711
- Tier 11-12 – 1,867
- Tier 13-14 – 2,178
The tier 5 and above siege machines have been strengthened, but especially the tier 13 and above have been strengthened tremendously. The range of the ranged troops is 500, but it has been increased by more than that.
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135 Comments
First thanks for guidelines, I have 500m T1 Mounted, 150m T1 Ground and K40 without T15. i want to ask that what type of troops is best with combination of these T1 troop for defense.
Tôi đang sử dụng 400m t1 mounted, tinh chỉnh phẳng mounted. Tướng phòng thủ đã thăng thiên là ranged, 4 món koyo nên kết hợp t1 mounted, t14 ranged và siege là khá tốt. Tôi chưa từng thua khi solo với K40-45, rally thì phải xem xét số lượng để chấp nhận hay không. Đây chỉ là kinh nghiệm của riêng tôi, không phải của admin
Does creating 10M Cavs 1 and 10M Seige 1 make the city defense more durable?
I see most players make a lot of Cavs 1 but not Seige 1
T1 ground t1 mound t1 range Perfect Don’t bulid t1 siege
When building an archery unit in PVP, if we consider two configurations: (1) T13: 3,000,000, or (2) T14: 300,000, T13: 600,000, T12: 1,800,000, and the remainder distributed equally among layers, which is stronger, (1) or (2)?
Should we simply consider the one with the higher power (1) to be stronger, or would the T12-based one (2), which is lower in terms of lost points, be more advantageous?
It depends on the enemy.
In the case of defeating an enemy with a single blow, (1) may be able to defeat an enemy that can’t be defeated with (2).
If the enemy cannot be defeated by a single blow and you are aiming to eliminate high-tier cavalry, (2) is more suitable because of its lower lost power.
If you often fight against enemies that cannot be defeated with a single blow, (2) is often more useful.
(1) is also useful when you want to defeat the strongest barbarian and trial temple possible, in addition to PvP.
Hi. first of all thank you for this helpfull site.
i’m K27 and i don’t know how many T11 to train for each type. i have only 50K T1-T10.
i’m interested in both monsters and pvp.
At your stage, you should concentrate on raising the keep level and research and not unnecessarily increase the number of troops.
There is a discussion in the alliance that since T14 and T13 have almost the same capability values, it is better to have more T13 instead of T14 which costs more, is this a correct way of thinking when considering PVP?
I guess it depends on what is important to you.
If you look at lost score alone, you may be right, but from a layering perspective, it is better to make half of both t14 and t13.
Considering boss hunting, I think I would make one march’s worth of troops with the one with the slightly higher attack power, then ghost it in PvP to keep the lost score down, and so on.
I’m at k35, and up to this point concentrated on monster hunting, so I have 2 million t14 mounted troops and hardly anything else (I have over a million t1 ground troops for resource gathering and relic exploration because my server has skirmishes between the most powerful alliances when they start hitting everybody in those spots, and just enough siege machines to train my generals against a blues sub city). Now I think I want to try my hand at PvP. Which troop types and tiers, and how many should I start building given my present situation? Do I need lower level mounted troops too?
if you how many troops good in rally preste mean if range rally k35 castle set 1000 each how much need t14 t13 t12 in range order thank if you guide please
Ultimately, there is no single absolute right answer, as it depends on the type of troop composition of the enemy.
When attacking a castle with many high-tier mounted troops on the assumption of losing (i.e., reducing the enemy’s cavalry in the first attack and annihilating them in the second and subsequent attacks), the following approximate approach is often effective.
t14 about 20%
t13 about 30%
t12 about 40%
t11-1 1,000 each
(%: against march size)
The above % is only a guide. Please change them according to the situation.
The point in this case is to reduce our t14 less than the enemy’s t14 in order to reduce lost power. t13 and t12 are also similar.
In some cases, increasing t11 is also useful.
The reason is that having many layers with a large number of troops means more effective attacks per turn.
Hello, whats is the difference between marching “troop type” attack and “troop type” attack. Thank you
See below
Buff / Debuff – Basic Guide
Savunma için milyonlarca t1 kuşatma mı daha iyi yoksa atlı mı
I don’t think a few million would be defensible either way.
Hello, Thank you for all the useful information.
Recently in Battlefield and other places, I often see enemies with tens of millions of T1 cavalry (more than half of the total number of troops).
What is the intention and who knows?
It is the so-called t1 cavalry defense: by creating over 100 million t1 cavalry and making the defender’s equipment refinement an absolute value instead of a %(so-called flat refine), the t1 cavalry becomes a powerful meat wall and attacker. Depending on buffs and debuffs, it is possible to win in defense from k40. Note that it is strong against solo attacks and weak against rallies.
In light of the PVP algorithm, I feel like “t1 ground defense” should be talked about more, but why don’t we hear about it much? Is there a trend under the surface?
This is because it is harder to function as a wall than Mounted troops.
Mounted can be a wall against 3 types of enemy: Ground, Mounted, and Ranged,
Ground can be a wall against only 2 types of enemy: Ground and Mounted.
I heard a rumor that the response to t1 mounted defense is t11 siege, but I am not sure why.
Do you know anything about it?
The basic strategy for a t1 cavalry castle is to first cut down the enemy rear guard (siege and archer) with siege and then defeat the cavalry with archer.
If you send the archer without doing so, the enemy’s siege and archer will cut them down, and the damage to the enemy will be diluted.
I think this is the reason.
However, this is only a basic principle, as it depends on the composition of the enemy and each other’s buffs and debuffs.
t11 siege are not a panacea.
If the enemy’s composition does not have many siege or archer to begin with.
It does not make much sense for the first attack to be a siege. It is better to send archer from the beginning.
It is possible to defeat t1 cavalry with t11 siege, but only if your buff is very high.
Also, if your siege buff is low.
Attacking at t11 will not significantly reduce the enemy’s siege weapons or bows. sometimes it is better to attack at t13 or t14.
Make t1 mounted and t1 ground 100 million each, with flat buffs on equipment as mounted HP & attack and ground defense .
…do you think this is valid?
This is not limited to infantry, but in terms of t1 defense, raising flat defense does not have as big an effect as HP.
It is better than nothing, but it does not make them dramatically stiffer.
It is not meaningless, but do not expect too much.
I see. Thanks for the answer.
I’m making 300 million t1 mounted right now and after this,
Should I continue to make t1 mounted, make t1 ground, make t2 mounted, or stop and see what happens?
I am having a hard time deciding. Do you have any recommendations?
Is it possible to include a infographic that shows what troops move and attack when during the rounds of combat? also any information on what sets the battle range for pvp, is it just the troops range or do traps set the range as well like age 1 and age 2
Have you looked at how the defence and Hp relationship plays out for pvp? I seem to recall you saying wounded is only related to death to wounded % if attacking and size of hospital if defending.
So if there is no benefit to defence over Hp, then for most troop types defence is about half that of Hp (it varies of course). Therefore prioritising generals with higher Hp buffs over defence buffs is better. If you weight it in your sums for best general, It could change the order esp for assistance (the question then being how to weight attack and march size).
Thoughts?
The formula in combat is as follows
Number of Defeated = Attack x Number of Troops x Troop Compatibility Coefficient x (Attack / (Attack + Enemy Defense)) / Enemy HP
Thus, direct comparison of defense and HP values is meaningless.
However, if it were as simple as asking, for example, which is better, defense doubled or HP doubled, HP would be superior.
However, this is not generally true and does not mean that defense can be neglected.
For example, in terms of debuffing.
In the case of infantry, HP can easily maximize debuffing, so defense is more valuable.
Thanks for the reply. Yeah, debuff is a good point. I need to think about that in my model and use your excellent debuff calculator to work out what that might look like…
So in your formula, that bracket section simplifies to attack / [(attack + enemy defense)*enemy Hp] which means as a defender, your Hp is multiplied by enemy attack AND your defence so getting it up reduces your losses much more, as well as being twice the size of defence on an absolute basis. Then I have to overlay the debuffs assuming max half debuff for Hp but maybe less for defence…
This might take a while…
EVONY TKR Guide, how do you get the value of troop Compatibility coefficient. I searched your guides and I don’t think I came across a table of such values. Would you happen to have them by any chance?
Thanks
As follows.
Attacker: Defender
Ground: Ground 1 / Ranged 1.2 / Mounted 0.7 / Siege 1.1
Ranged: Ground 0.8 / Ranged 1 / Mounted 1.2 / Siege 1.1
Mounted: Ground 1.2 / Ranged 0.8 / Mounted 1 / Siege 0.9
Siege: Ground 0.35 / Ranged 0.4 / Mounted 0.3 / Siege 0.5
Please let me know if you also know the formula for calculating the number of archer tower and traps killed.
With that coefficient, wouldn’t it mean that ranged troop is strong against siege machine ?
Depends on what you mean by “strong.”
If the archer can survive until the archer catches the siege machine in range, then yes. Archer will be beaten up before that, though.
Hola, muy buena informacion.
Mi consulta es la siguiente: en que se enfocan las tropas a la hora de atacar. Si bien asedio es fuerte contra arqueros, no los ataca primero a ellos, ataca primero a otras tropas. Ya q si atacara primero a arqueros por rango las destruirian siempre, y en los informes no es asi. Y lo mismo con las demas tropas, que atacan primero. Ya q si atacaran a las tropas en desventaja generalmente se ganarian los ataques. Osea por ejemplo, asedio deberia matar todos los terrestres y montados antes de atacar a los arqueros???
Espero si entienda mi pregunta. Saludos.
Does anyone knows which are the Barracks upgrade requirements in order to train t15 ground troops?
I searched the site and couldn’t find a question/answer, so let me ask it here.
I am also doing something akin to analysis because I enjoy imagining combat situations from the data. I am sorry to say that this is a very detailed question, but when I increase the attack power by adding a blazon, for example, if I calculate the added attack from the base attack, it does not slightly match the attack displayed at the barracks. Even if I try to calculate it backwards, it does not match no matter how I calculate it, and the value in the barracks is lower than the theoretical value. Have you considered this issue?
My calculations matched, so I think there is no problem.
Example: t14 cavalry HP
Base 12050
Buff by blazon 0.6% = 72.3
Before equipping blazon 38196 @ stables
After equipping blazon 38268 @ stables
Difference 72
When layering, how many people should I organize from T1 to each to be effective?
I am a K26 March size is 255000.
Lately, during Undead Event, I see something extremely strange (teammates with higher lvl keeps tell me that they see this for some time).
I am currently 35, with t14 available.
When attacked by waves of full ground undead, results are as “expected” (i.e. my Mounted does most of killing, followed by Ground and Siege).
When attacked by mixed waves, killing is done by my Siege and Ground.
While my Mounted has 0 kills, 0 wounded !!! Which means that they stay out of the fight.
How on earth this is possible when Mounted has the highest speed and it is always the first to meet the opponents?
I believe this is due to the different positions of each type of soldier at the start of the battle.
Perhaps the ground is positioned at the front, with mounted troops, siege, and ranged troops behind them. (The front/rear relationship of the three non-ground types is not clear.)
I often see explanations that each army type starts side by side, but as you pointed out, sometimes that does not explain the situation. Therefore, I do not believe much in the theory that the four types start side by side.
If the starting position of the ground is at the very front, it would explain everything.
First, siege machines attack the enemy due to their ultra-long range.
If that doesn’t kill all the enemies, then the ground comes in close and attacks.
If the ground takes a long time to kill the enemy, mounted troops then arrive and attack the enemy.
If it still takes a long time to kill the enemy, the ranged troops arrive and attack the enemy.
Existe alguma relação matemática para criar uma marcha? Definindo as quantidades de tropas por nível em relação ao tamanho da marcha?
Can I build a strong pvp (range based) march from ranged t11s? I don’t think I would be able to go any further before the SVS. I am trying to have a March size of 550k- 600k troops.
I always look at this site often and refer to it. Thank you for the information on the different types of soldiers. There are several types of traps, but do they have any special characteristics? I am a beginner and I am making the highest level trap, but I would like to make a trap that is strong against mounted troops. Could you please tell me about them?
I think you can tell which ones work for which by looking at the trap-related ones in the research.
I can understand the PvP battle algorithm by reading the articles around here and the Monster Battle Algorithm. Thank you.
What I would really appreciate if you could consider in the future is if you could also put together an explanation of the “multiple vs. multiple” algorithm in PvP.
In other words, when rallying against a castle with reinforcements.
I have been thinking of the enemy and friendly sides as one big mass, and thought that the algorithm for solo attacks would apply to the rest. However, I have been hearing that this is not the case. Therefore, I am searching for an article about it.
I’ve heard that they attack the reinforcements first before attacking the main troops or something.
I know it’s a lot of work, but it sounds interesting and I think it would be very helpful to everyone.
If you apply all the high fixed value buffs to the defenders and have tens of millions each of T1~T7 that benefit the most from them, and only employ high tiers for use in attacks and always ghost them when defending, wouldn’t that be the strongest layer?
I don’t know if tens of millions each will be enough, so I can’t say whether that number will be the strongest or not, but unlike the attackers, who have an upper limit to the number of troops, the defenders have no upper limit, so if you keep increasing them anyway, theoretically they should become the strongest.
However, I don’t know how many soldiers in the lower tier would be able to withstand the strongest class of enemies.
There have been cases where castles with hundreds of millions of t1s prepared have repelled solo attacks, or have been burned by rallies.
I had lost track of the existence of siege weapons that munch down low-ranking soldiers. No good 🤦♂.
I also often hear of cases where the defenders have % buffs applied to them but they have 2 million each of lower ranks, but when those lower ranks fight, the main troops have already been destroyed and the rest can only be annihilated, so I think it just gives them more points for being naughty.
I am curious, I am a keep lvl 33.
With close to 27mil troops 1.4 mil t12 and 13 and 500k 1-11
Do I have too many troops?
It depends on what kind of situation (SVS, Boc, Bog, etc.) and what kind of tactics are used, so it is difficult to judge whether there are too many or too few.
If I were to look at it from a relative standpoint, I would say that it is a large number.
If this was a year ago you’d be good, unfortunately there was extra research released for K35 in the summer of 2021 that allows them to 0 any player with 1 or 2 hits (depending on the lower keeps research and sub generals and such) which means you’re basically just free points to any decent K35 that has T14 and good research. Stay bubbled and push to K35 and get your research sorted so you can be free points to a K40 now.
Many people, and since long, say that t12 are a special case.
1. Do we know how and why they are “special”?
2. Is this still the case, or as some say their “special” skills were removed?
From everything I’ve learned/read, which isn’t much, it’s because the default troops in the initial City of Throne are T12, and the game code for them was written slightly different (read – made them stronger). That code carried over to ALL T12 troops, throughout the game.
Are they übermensch? No. They will still die. But my personal (anecdotal) experience, is that they usually kill 1.5 troops to every 1 that a T13 kills.
T1-11 and t13-15 go from the lowest layers and work their way up while t12s start at the highest layer and work their way down at least that’s my understanding
Hello. Nice, but Im missing some logic for city attack/defend. For example (in real world logic) to have siege and ranged until defending city wall falls would be big advantage.
LOAD Up on siege if you wish to be a blocker. I have an insane amount of siege with my other troops, K34 currently but was blocking most 35’s as a K31. Need to obviously have a good wall gen and tech as well.
Am a keep 33 , neee to ask about the ratio of the highest 3 tiers for the pvp march preset t11 to t13 ,, give me example with numbers and if i trained t14 what will be from t12 to t14
I’m not an administrator, but I’ll give you my thoughts. First of all, you can’t beat an enemy who has the same troop level. So when I was k33, I basically did not attack k32 and above. Therefore, I was fighting against troops up to t12. In that case, I kept the ratio of t11, t12, and t13 at about 3:6:1. Even if you reach k35 and fight against troops up to t13, I think you can apply the same ratio to t12 to t14. Sorry for the long post.
I’m a K33 and I’ve zeroed k35s in multiple SvS. It’s all in the stats.
Hello 😀.
You have made a lot of information easy to understand, which is helpful.
My question is, do you have a beginner’s guide for BoC and BoG?
I’m still getting used to it, and I’m not always satisfied because I’m wondering if ghosting is better, or if I should teleport and keep out of sight, or if my attacks will get in everyone’s way😓.
If you have a page of advice, I’d love to hear it.
Yes, I also second this request! Please make a BOC & BOG guide!
There is a tip: dont die! lol
What are the conditions under which the “trap” is broken?
Excuse my question.
Currently I have completed construction up to k35.
Each troop type uniformly
t1 to t10 200k
t11, t12 400k
t13 700k
t14 120k
Main General
Martinus lv34 4.8M Stats 1202-1271
Dragon: Fafnir lv7 Cavalry buff 800%.
Specialty 1 Gold 2, 3 Orange
Equipment Ares Spear, Courage Achaemenidae Helmet, Courage Ares Armor, Fearless Ares Leg Armor, Fearless Ares Boots, Courage Achaemenidae Ring (all 5 stars)
Skills: HP, March Size, Speed
Other various troop-type general (dragon all set, Specialty all purple)
Scipio 3.6M
Elektra 3.4M
Minamoto no Yoshitsune 3.2M
Hannibal 3.0M
Ulysses 3.0M
Joseph 2.8M
Subordinate City
Andrew x3 and others as roughly
If I’m going to fight in PvP, which troops should I increase and by how much?
Sorry for the long post.
It depends on what level of enemy you have in mind….
Although there is no end to what you can do, I think you should aim for 1,000,000 troops of each type for t12 to t14 first, and then 300,000 to 500,000 for t11 and below.
If you have this many, you will have no trouble defending against enemies up to k35 in many cases.
However, this assumes that you have enough defenders trained and equipment enough refined, and that you have all the mayor’s Achaemenidae.
If you are only thinking about attacks, it would be a good idea to have about 1,000,000 bow t12, 800,000 t13, and 600,000 t14 first. After that, do the same for the other troops.
Thank you very much.
I am going to use it as an example.
HP becomes zero.
→Killed
HP is reduced by at least 1 (attacked by even 1 shot)
→Wounded
Randomly triggered before a battle when there is a power gap between you and the enemy
→Deserter (running away in fear)
…Isn’t it?
I still need more reports, but I think the T12 feature (glitch) has disappeared.
I will continue to verify if any changes have been made to the battle mechanics.
what’s the recommended Range and Siege combo attack
World bosses are shown with explanations about debuffs, but in the end, the cavalry does the most damage, right?
Yes, the debuff does increase damage a bit, but attacking with cavalry has more impact.
hi 👋 I would like to know more about siege … thing I don’t understand why it is needed. Archers kill cavalry, cavalry kills infantry and infantry kills archers … What role does the siege play here? At the same time, I understand that she also kills shooters
This is entirely based on assumptions from other games, as I don’t know how to test this theory inside Evony and I have to admit I don’t really have the patience either.
Siege weapons are designed for bringing down walls. As such, I think the role of siege weapons is probably to deal bonus damage to walls. Without siege weapons, I would imagine you would have much higher losses or require much higher power to attack a city.
Whereas in troops vs troops combat, it seems that siege weapons are probably just at a disadvantage always, only contributions being their high range and if you have nothing else to fill your rally size.
Hello.
This is my first post.
I have been browsing this site since an acquaintance taught me about it.
It’s very helpful.
Thank you very much.
I’m sorry to be so quick, but I have a question.
If you have not verified it, you do not have to answer.
If there is already an article on this, I will refer to it, but I couldn’t find it.
In PvP, I was advised that if I add several levels of troops to create a hierarchy of troops, it will reduce the number of wounds to the higher level troops.
My interpretation is that using a sufficient number of high-level troops will reduce casualties, but what is the actual situation?
Creating a hierarchy of troops is a troop formation technique called layering.
This is to create both a vertical layer of troops by level and a horizontal layer by the 4 troop types.
Without layering, fighting with a single level and a single type of troops is, in my experience, weak.
For example, ranged troops are strong against cavalry, but if you fight a unit of ranged troops without layers against cavalry of equal level and buff, you will sometimes lose.
Also, there have been times when I have lost a battle with a single troop type, but have been able to win with the addition of just one soldier of a different troop type.
I think it is more accurate to say that it is not to reduce the number of wounds, but to buy time by adding soldiers of all levels of the 4 types of troops, and to make it easier for the main troops to be active in the meantime.
If two layered players have a PvP fight, and a troop type zeroed the opponents counter troop type on its own tier, which slot does it attack next round? I could imagine several scenarios for an implemented mechanics:
(a) same tier other type, (b) same counter type as before at one lower tier, (c) same counter type as before at lowest tier, (d) same counter type as before at one higher tier, (e) same counter type as before at highest tier?
In case of (a) the remaining question is then after the whole layer at that tier is zeroed, is it after that b, c, d, e?
In case it spreads damage in a single round abroad types on its own tier according to range availability, does it wait until it zeroed all troops on that tier before continuing with another tier?
This is the most wanted answer in Evony.
If there is any newer insight about this, please share.
I have a question about PVP.
Recently in Battlefield, I’ve been getting killed cavalry by archers and then annihilated by infantry. I’m using Joseph as my defender. Should I add more cavalry to prevent such annihilation?
I think there are two points.
The first is technique. When defending, first ghost the cavalry only. If the enemy comes at you with infantry generals, you can cancel the cavalry ghosting.
The second is to increase the number of infantry and their buffs. If your infantry is strong, it doesn’t matter whether the enemy attacks with archers or infantry. In Joseph’s equipment refinement, it would be better to add infantry defense instead of archers or siege defense.
If you want to increase the number of cavalry, you need to have a very good cavalry HP and defense buff and archer attack debuff to counter the archers, but I think infantry is more realistic than that.
Thank you for your answer. I will strengthen my infantry because sometimes cavalry ghosts can’t be disarmed in time or there is a delay and they can’t be disarmed. I certainly have weak infantry.
Hello admin, I have one question related to this: Please clarify why we need to ghost the cavalry during defending? I think if we have a lot of soldiers (including all troops), we can defend better.
Most PvP players who are intermediate or above mainly attack with ranged troops. In this case, even if there are mounted troops in defense, most of the time they can’t defeat the enemy and just get wiped out. That’s the reason.
However, if you know that the enemy is going to attack mainly with ground troops, you should retain your mounted troops.
At the All-star battle, I heard that everyone used the T11 siege machine rally and it was very strong. Do you know anything about siege machine rally?
No matter how well we master the characteristics of our troops, it may not mean much because we have to face overwhelming opponents.
Hi. I have a question about PvP (As you may remember, I have been focusing on monster hunter, so this question would be silly to you).
As far as I know, in a battle, if the attacker lose, his troops shall all be killed except for the ones saved by Death-to-wound and Death-to-soul rate, while the troops of defender would fill in hospital and Holy place and starts to die when those 2 building are full. However, when there was a player attacking our alliance city that we were reinforcing, all of his/her troops became wounded, not killed. How did that happen?
All combat in alliance building give you wounds until your hospital is full
Thank you for your answers, admin and 223!
I see, I see.
It seems that both attack and defense are quite difficult. 😓
By the way, I thought at first that the opposing player specialized in ground troops, but the ranged troops are also strong.
The generals, Scipio and Elektra, are over 5M.
The buffs are also over 1000% for attacks.
The debuffs, I lost track of, but I think they are probably pretty strong.
Once, quite a while ago in KE, the opposing player was sending reinforcements to a city that was out of shields, so we all had to rally.
We won the battle, but unfortunately, the player’s soldiers did not die in the battle.
After all, in reality, it would be difficult to defeat him, wouldn’t it? 😭
If you are going to attack, you should look at the equipment of the enemy defense generals.
If the enemy is prioritizing the attacking generals and neglecting the defending generals, you have a chance.
Thank you very much for your help.
In fact, I’ve recently encountered a troubling problem.
I’m facing a full-blown war with an alliance that I’ve never been on good terms with.
The other alliance pays a lot of money, and one of their members is the strongest in our server.
On the other hand, our alliance is almost entirely made up of people with no or very little money, and although the number of K35 players is increasing, they still don’t have enough power and their main army is cavalry. There is also a guy with 1B power, but he is still K34.
I know that I can’t win, but I want to get a shot at it. 😭
So, I’m wondering if there’s any way I can defeat one guy in the other alliance who really pisses me off.
He’s a K35 player with 1.2B power. Is it really possible to defeat him in a rally or something?
I’m so frustrated that so many of my friends have been beaten by this player.
It would be great if you could give me your honest opinion and advice.
I am not an administrator, but I will answer.
The first prerequisite is to scout and know the number of troops, buffs and debuffs for each troop level of your opponent.
The condition is that your opponent does not have many sets of Achaemenes equipment. (= weak debuffs)
If your opponent’s army has a lot of cavalry, you may be able to win if the person with the strongest archer first attacks with a solo archer and then rallies the infantry.
However, the rally capacity of the attacker’s rally leader and the troop levels and layers of the players participating in the rally are also important.
Make sure you have a layer with more T12s. Of course, use infantry specialized generals that you are training.
Scouting reports, rally leader buffs and rally capacity, each individual’s respective troop level and number of troops. Without these information, the advice will be as above.
I apologize if this is not clear. I’ll leave the rest to the admins.
Thank you 223. 😃
It’s a story that depends a lot on buffs and debuffs in particular, so I can only say that it’s possible depending on that, but I think what seems more likely to win is defense than offense.
For reference, I recently saw a case where k33 was overwhelmingly victorious in the following situation.
– Defender: k33 solo / monarch power 740M / number of troops 21M / buff archer 800, siege 900 / debuff 300
– Attacker: k35 rally / monarch power 1.4B / number of troops 2M+7M / buff ground 980, other 600 / debuff 100
So with a strong debuff and a thick layer, I think it is possible. 🤔
Sorry for the rudimentary question. My Server recently started a Server war, is this supposed to be bi-weekly and all the time? My alliance leader says it should be once a year, is that correct?
It’s been going on bi-weekly.
Can I kill a thief with the following (and with what damage):
110,000 T10 cav (Troop tiers mixed)
60k T9 cav (Troop tiers mixed)
Wei Qing 980k power w/ general equipment
See the following
– How to defeat Royal Thief
– How Many Troops need to Defeat Boss?
I think I saw somewhere which traps are good for which, but I can’t find it. Where is it?
Trap against ground, abatis against mounted, rock against ranged, fire arrow against siege
Please let me know if you know.
How do the stats Defense and HP work?
Which debuff is more effective when the % value is the same for defense and HP?
During pvp , boc and bog how many troops and what types should you leave unghosted to aid wall defense general?
Troop types vary depending on the defense general.
Basically, you can either ghost all of your troops, or leave a small number of troops as a decoy (choose troops that go well with the defense general).
When the enemy attacks, it is a good idea to cancel all ghosts.
See Ed as
one question.is it possible fight 24 level city agsnidy City Level 30?
It’s almost impossible. At keep level 24, it becomes troop level 9, and at keep level 30, it becomes troop level 12, and the difference in troop strength is too large.
If you are at keep level 27, you will be at troop level 11, and if you are in defense, you may win. (However, the minimum requirement is that the enemy has just reached keep level 30 and there are not many level 12 troops.)
*Actually, when I was k27, I beat k30 several times.
How can we Kill b15, we rallied it the leader sent 1,9m t14 and the all allience send full troope and exeeded it’s level and didn’t die?
See the following article and the comment by 223.
How Many Troops need to Defeat Boss?
If the defense general is equipped with the Courage Achaemenidae Ring or Ares Ring, the siege machine can be intercepted without wounding.
This is in response to the question of whether or not siege machine should be used for undead events.
Is it possible to specialize in siege machine in PvP?
There were detailed explanations for ground, mounted, and ranged specializations, but not siege machine. I’d like to know if there’s a reason for that. Is it just because it takes gems to repair?
Hello. Thank you for the detailed and clear material, I learned a lot of new things and interesting about the game. I have a question: If my castle is attacked during the “Kill Enemy” event, the rider will be killed. At the same time, the hospital is not even half full. Why do they die irrevocably? And how can this be avoided? And another question: how do the hospital and holy palace work together? Why does the military die when the hospital is open? Thank you in advance! 🙏
What about Layering?
What amount and which troop types would you use?
So what are people’s take on having 1mil + T1 troops as a buffer or it is purely a waste?
It has always been very helpful to me. Thank you for making this site.
I’d like to ask you a question, regarding the buffs in the equipment refinement, there are “attack +00” and “attack +00%”, which one should I prioritize? I’m sure you can help me out.
It is a percentage.
Strictly speaking, it is an absolute value for low tier troops and a percentage for high tier troops, but I think the latter is more important. 🤔
Since I received a question in another comment, I will supplement the rationale.
– The smaller the base value, the less the benefit of percentage and the greater the benefit of absolute value.
– The larger the base value, the greater the benefit of percentage, and the smaller the benefit of absolute value.
Example
Maximum value of Ares equipment Refine (Ranged HP)
– In case of % : +25%.
– In case of absolute value : +1246
t1 Ranged Troops HP : 250
– % -> 312
– absolute value -> 1496
t12 Ranged Troops HP : 5900
– % -> 7375
– absolute value -> 7146
t14 Ranged Troops HP : 8000
– % -> 10000
– absolute value -> 9246
HI….Is it worth building Arsenal to upgrade troops
Hi😃 There are probably very few players out there who don’t build an arsenal.
This depends on your budget and how you want to have fun.
It is cheaper to create new troops than to upgrade them.
Therefore, if you want to keep your budget low, you should not upgrade, make only a few troops until your keep level is high, and then make a lot of troops after your keep level is high. You need to be patient.
If you are on a budget and want to enjoy PvP and other activities right away, you should build and upgrade more and more troops.
As for the undead event, there are two groups in my alliance: those who let siege escape outside the city and those who keep them inside the city.
The undead event is also a kind of PVP, and if the siege is a countermeasure against ranged, I think they leave it there, and if they don’t want to destroy it at all, they let it go outside.
Are the characteristics of the troops the same when attacking or defending?
I am k28 and have 80mil power right now. I slept through the last 3 undead events and won all 20 marches with all my siege left in the city. Sure I get wounded siege, but I just heal them and the troops when I wake up and log back in. Hope that helps a little.
Hi an experience player told me that order in which players join rally against an enemy also matters can you break this down for me ?
Oooo. I’d like to know the answer to this as well! 🤔
Also in the case of archers, does T12 fight all of the enemies?
Hi can you explain how defence work exactly?
I been told if ground defence buff is higher than the siege attack buff then ground will get almost 0 wounded because the siege attack will become 0 is this true ? And why wouldn’t it work with only 1/3 of the siege attack buff , since ground defence is about 3 times higher than siege attack also will it work with other troop type
Nice to meet you. I always refer to this site. I admire you for putting together such a large amount of information so neatly.
This is about the speed of ground and mounted. I think the usual order of attack is after the siege hit each other, the attacker’s ranged troops attack the city’s ground and mounted, then the city’s ground attack the attacker’s siege, then the attacker’s siege attack the city’s ranged troops, then the city’s mounted attack the attacker’s siege.
If increasing the speed of ground and mounted changes this order, then I think there is merit in increasing it.
Thank you for your deep insight.😃
It’s hard to talk about the benefits of speed.😓
I too believe that increasing the speed will not necessarily change the order of attack.
I think it mainly depends on the enemy’s troop formation (especially with or without siege machines) and whether or not range and speed are strengthened.
I think this is further complicated by the fact that the last update added more variations to the range of siege. 😂
As a user of a siege machine, I’m happy about that, but on the other hand, it makes it more difficult to explain, so as a person explaining it, I have mixed feelings. 😅
Nice to meet you, I’ve been reading your site for a while now.
I have a question. I heard a rumor that T12 troops are very special and can deal with any level of enemy troops, is it true?
I’m at lvl 33, and I can only make cavalry for T13.
I’m not sure what I should do, as I was just thinking about upgrading other troop types.
The logic is roughly as follows. However, whether it is true or not is currently unknown to me.
“Evony’s battles are basically fought between troops of the same tier, but only t12 fights troops of all tiers. Therefore, t12 can kill the lower tier instantly, which makes the battle more advantageous.”
It is certain that there are k35 players who say that t12 is experientially stronger (higher kill rate).
The rumor also says that it is recommended to make troop formation with more t12s than t13s and t14s, but only to keep costs down. Therefore, it is not because t13 and t14 are useless.
I hope this gives you some hints.😃
Thank you for your answer!
I see what you mean, that’s very helpful!
To be honest, I’m still not sure what to do, but I’m going to start building the T13 facility.
Thank you very much!
Is the Tier the same as level in the game?
Yes. In the game, the labels for the hierarchy of troops are not consistent, with some screens showing “level” and others showing “tier”.😓
That’s very helpful!
By the way, a strong player in SVS had many tiers of troops all over the place. Simply put, I feel like I only need t13, but is there a reason for that?
This is a troop formation tactic called layer (layering).
The theory is that mixing in lower tiers will give you more time and advantage than forming only top tier troops.
In fact, when I tried it, the test results showed that there were fewer wounds that way.
Merhaba. Sitenizi beğenerek takip ediyorum. Ama hala katmanlama ile alakalı bir makale göremedim. Lütfen bu konu hakkında bilgiye ihtiyacımız var
Thank you for the article with answers to my questions! It is quite informative. I’ve been wondering about this for a while now, but it’s much clearer now that I’ve read your article. In the article written by a different person, it was said that boss monsters are treated as ground and should be attacked with mounted, but I think your article is more correct. I’ve been wondering about this for a long time, because there is a lot of variation in the way boss monsters are treated as ground.