Battles are fought in real time on the map. Each squad is led by a hero; damage depends on troop type, tier, hero and bonuses.
Counter table
Damage multiplier of the attacker (row) against the defender (column).
| Infantry | Cavalry | Archers | Mages | Flyers | Siege Units | |
|---|---|---|---|---|---|---|
| Infantry | ×1 | ×1.3 | ×0.8 | ×0.8 | ×1.3 | ×1.2 |
| Cavalry | ×0.8 | ×1 | ×1.3 | ×1.3 | ×0.8 | ×1.2 |
| Archers | ×1.3 | ×0.8 | ×1 | ×0.8 | ×1.3 | ×1.2 |
| Mages | ×1.3 | ×0.8 | ×1.3 | ×1 | ×0.8 | ×1.2 |
| Flyers | ×0.8 | ×1.3 | ×0.8 | ×1.3 | ×1 | ×1.2 |
| Siege Units | ×0.7 | ×0.7 | ×0.7 | ×0.7 | ×0.7 | ×1 |
Rage and skills
A hero gains 100 rage per round of combat and unleashes the active skill at 1000 rage. In the arena heroes start with 500 rage.
Critical hits
Every second a squad has a 8% chance to deal ×1.4 normal damage. Skills, burning and behemoths do not crit.
Wounded and the hospital
70% of fallen soldiers become wounded and go to the hospital instead of dying. The hospital holds 300 + 300 per level; healing costs 40% of the training cost.
March size
A squad can lead 1,000 soldiers plus 600 per Town Hall level.
Attacking cities
A victorious attacker loots 25% of unprotected resources; 3,000 per Town Hall level are safe. The loser gets a 4-hour shield. New players are protected for 72 hours.
Walls
Each wall level gives the garrison +3% defense. Siege engines deal ×3 damage to walls and unlock at Town Hall 5.
Game data: version 1.61