Counter triangle
Infantry beats Lancer
Lancer beats Marksman
Marksman beats Infantry
Guides differ on the size of the counter bonus: one lists +10% attack, another says Marksmen deal 20% more and take 20% less damage against Infantry.
Starting troop ratios for every common fight, from open-field PvP to the bear.
TL;DR Use 50/20/30 for general PvP, go Marksman-heavy against the bear, lean Infantry on defense, and adjust from your battle reports.
Guides differ on the size of the counter bonus: one lists +10% attack, another says Marksmen deal 20% more and take 20% less damage against Infantry.
| Situation | Ratio | Why |
|---|---|---|
| PvP and attack rallies | 50 / 20 / 30 | The common starting point. Infantry hold the front so Marksmen can deal damage. |
| Alliance Championship | 50 / 20 / 30 | Recommended over the default 33 / 33 / 33. |
| Garrison / city defense | 50%+ Infantry | Start above half Infantry. One rally guide suggests 60 / 40 / 0. |
| Bear Hunt, Gen 1 heroes | 30 / 30 / 40 | The bear isn’t a player march, so no defensive formation is needed. |
| Bear Hunt, Gen 3 heroes | 10 / 20 / 70 | More Marksmen as your heroes improve. |
| Bear Hunt, Gen 7+ heroes | 10 / 10 / 80 | Some Gen 9+ leaders go as far as 1 / 1 / 98. |
| Crazy Joe, city waves | ~90 / 10 / 0 | Infantry first, Lancers second; Marksmen add little. |
| Crazy Joe, HQ wave 10 | 30 / 70 / 0 | One guide’s suggestion. |
| Crazy Joe, HQ wave 20 | 60 / 40 / 0 | Enemy damage spikes on the last wave. |
| Attacking a heavy-Infantry garrison | More Marksman | Counter their Infantry. |
These are community starting points, not rules. Your heroes, gear and the enemy’s setup all change what works best.