Section 03

Formations & Combat

Troop ratios for every mode, and the one rule that lets you work out a ratio for any mode that doesn't exist yet.

InfantrybeatsLancer
LancerbeatsMarksman
MarksmanbeatsInfantry

Roughly a 10% damage swing each way

The rule behind every number below Troops engage in order — Infantry, then Lancers, then Marksmen. Every ratio is a bet on how long the fight lasts. Short fight, your back rows never act and the capacity they took was wasted. Long fight, they get to work and heavy investment pays. That single idea explains why Crazy Joe wants 90% Infantry and Bear Hunt wants 80% Marksman.

Ratios by mode

Daily marchesDefault · unknown enemy50/20/30

The most versatile ratio, suitable for daily marches and most situations. If you only save one formation, save this.

Variants by intent: 40/20/40 or 50/10/40 for more damage and less staying power.

WhyHalf the force exists purely to buy time. Marksmen deal the most damage and have the least health — without a thick front they die before their turn.
Rally attackFortress · stronghold · city50/20/30

Scout first, then counter. Enemy heavy on Marksmen → more Infantry. Enemy heavy on Infantry → more Marksman and Lancer. Against a fixed garrison there's no guessing, so a generic formation has no excuse.

The leader matters more than the ratio. Only the rally leader's Expedition skills apply to everyone in the rally. Your best captain is whoever has the highest Command Center, rally-size research, and a percentage-based all-troops buff — not necessarily your strongest player.

Fill the rally before launching. Going out at 70% capacity wastes everyone's troops.

WhyStat gaps of 150–200% override ratio entirely. Formation is the tiebreaker between comparable armies, not a substitute for power.
Garrison & defenseHolding a city or facility60/20/20

Defense wants a thicker wall than attack. Some players push 60/30/10 or 60/40/0, but dropping Marksmen entirely is risky — you lose your damage ceiling and a patient attacker grinds you down.

Maximize Infantry health and lethality. Marksmen stay valuable defensively if geared for health rather than pure damage.

WhyYou don't choose when a defense happens and you can't scout the attacker. Build for the worst case.
Bear HuntAlliance · 30 minutes · rally only10/10/80

Leaders run 10/10/80. Joiners run 100% Marksman. This asymmetry is the most misunderstood thing in Bear Hunt — the leader needs troop-type diversity because the rally system requires it, so the 10/10 is structural. Joiners carry no such requirement.

Members sending balanced formations as joiners actively lower the rally's damage ceiling. This is the single most valuable thing to post in your alliance chat.

Short on Marksmen? Fall back to 20/20/60 rather than padding with Infantry.

Heroes: Marksman leads with maxed Expedition skills. Jessie and Jasser both perform well here. Stack with Alliance Trap upgrades.

WhyBear Hunt weights Marksman output heavily against the bear enemy type — it doesn't fight back like a player does, so survivability is nearly irrelevant.
Crazy JoeWaves die fast90/10/0

Almost pure Infantry. Sergey is the standard hero — damage reduction and defense buffs.

WhyThe enemy dies so fast that the back row never gets a turn. Marksmen you bring occupy march capacity and never act. The clearest illustration of the turn-order rule in the game.
Alliance ChampionshipSquad vs squad50/20/30

Balanced and hard to counter. Some alliances run 60/20/20 with mixed results.

Pet skills now fire automatically on deployment, calculated at their level at that moment — feed your pets before registering, not after.

WhyYou can't scout reliably, and a lopsided formation is exactly what a counter-picker hopes to see.
SvS & State WarCross-state combatAlliance spec

Always follow your alliance's required ratio. Coordinated mediocre formations beat uncoordinated optimal ones, because rallies blend everyone's troops together.

Attacking drops your shield for 30 minutes with no re-shield allowed. Never solo.

WhyIf half the alliance runs Marksman-heavy and half runs Infantry-heavy, the combined rally is balanced by accident and nobody's counter works.
GatheringResource nodesAny

Ratio is irrelevant — only load capacity matters. Send whatever you have most of.

Put heroes with gathering Expedition skills in the first slot — they give 5/10/15/20/25% efficiency by skill level. Leave the other slots empty.

Run all four marches continuously. Place your HQ near level 6–8 nodes to cut march time.

WhyNothing fights, so nothing dies. Every combat consideration is noise.
Beast huntingStamina-gated50/20/30

Always bring Gina. Maxed, she cuts beasts from 10 stamina to 8 and Polar Terror rallies from 25 to 20 — a permanent 20% discount on every hunt you'll ever run.

Hunt the highest level you can reliably beat; higher levels give more resources for identical stamina. Beast levels depend on your state's age, not any unlock you control.

Collect the Storehouse's 120-stamina package at 12:00 and 24:00 UTC — it's lost if you miss the next one.

WhyStamina is the real cost, not troops. Anything reducing stamina per kill beats anything increasing damage.
Truck escortTundra Trade RouteFixed

Composition is equalized automatically — you choose only 3 heroes, so ratio isn't yours to set. Heroes use Expedition skills during a defense.

Do not send Gina. Her skills only affect beasts.

Request alliance guard help once per day. Losing a raid costs up to 50% of the cargo.

WhyThis is where the two-skill-set trap bites hardest — people send their highest-power hero, then find that power came from Exploration skills that do nothing here.
ArenaHero-only · Exploration skills2 front / 3 back

Different skill set entirely. If your heroes are levelled for war, your Arena team is effectively unlevelled — that's why high-power players lose here constantly.

Slots 1 and 5 are most exposed — tanks and crowd control there, damage and AoE behind. Scout the defender via the magnifying glass, then counter-pick.

Attacking costs nothing. You only lose points when someone beats your defense, so keep the defensive formation updated and attack freely. Beating someone ranked above you pays 10–12 points; below, 9.

WhyArena tokens buy Mythic shards and Mithril. Ten free daily challenges is the best shard rate available to a free account.

Two things that override everything

Power gaps Stat differences of 150–200% beat any formation choice. Ratio is the tiebreaker between comparable armies, never a substitute for being stronger.
Your charm rows Your strongest charm row should decide your damage type. A lopsided army built on your best-charmed troops beats a textbook one built on your worst. Check which row is ahead before copying any ratio here.

Save your formations

The game defaults to loading heroes by Power and equalizing troops at 33/33/33 — wrong for nearly every mode above. You unlock your first Formation slot at Furnace 10 and can hold up to 8. Set them once via Profile → Troops → Squads and load with one tap.

In a 30-minute Bear Hunt window, that's the difference between three rallies and one.