Puzzles & Survival Battle Mechanics guide by zReal v0.8 Advanced Examples
zReal
Before you proceed:
Table of Contents
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- Advanced example of pulling economic heroes.
- Advanced example of cancelling specific tactical skill.
- Advanced example of starting a rally for another person.
- Advanced Lair tanking example.
- Advanced example of balancing Dmg Up, ATK and Essentials.
- Advanced morale trick for one-on-one PVP battle.
Advanced example of pulling economic heroes.
It was mentioned before that you may want to pull economic heroes out of the shelter for the specific builds/scenarios, so here's the example. If you struggle to understand it, don't worry, you can return to this example later after reading several more sections or reading previous sections again.
- Consider a dual build: rider with boosted shooters (shooters are balanced with riders, so shooters are lower, but can kill such riders), all rider/shooter units are max tier (e.g. T10). There are around 3m of shooter soldiers.
- Low tier (T1) troops are only fighters and cars. So the build can go with both rider and shooter formations on the Wall. Notice: low tier fighters are in the middle in shooter formation, so should be careful no to get them damaged.
- Let's suppose Valiant conquest vs strong rider state, and some strong fighters present. Our dual may want to have strong heroes on the wall. He can go with shooter formation on the wall, and can use main rider march for attacks safely. When fighter attacks him, he pulls his main march. If he has time he can also switch to rider formation on the Wall.
- Heroes that he has: Obsidian +8, Fox +8, Phoenix +7, Requiem +7, Ephraim +8, Meyers +8, Mars +7, Nam Hayul +6, Lady M +7, Leah +7, Mantis +6, Marlowe +6, the rest are +5.
- If he pulls his main march (Obsidian, Fox, Meyers, Mars, Marlowe), then the Wall has Ephraim, Phoenix, Requiem, Lady M, Leah, as hero levels of Lady M and Leah are higher than the level of Nam Hayul.
- But if he pulls out of the shelter Lady M, Leah and Mantis, then Nam Hayul will hop on the wall and give his shooters max tactical skill.
- That rider can have on the Wall the following default setup: Obsidian, Fox, Mars, Marlowe and 5th hero can be any shooter/rider hero +5. When he attacks somebody he pulls out two marches: his main march (to burn somebody's shelter) and a second march with Lady M, Leah and Mantis (to loot already burnt shelter). So as result on his wall he has Ephraim, Phoenix, Requiem, Nam Hayul and a shooter/rider hero +5. That allows him to have either max tactical when his main march is out (with 5th rider hero +5), but in this case he won't get max tactical when his main march is in (only rider heroes on the wall), or to have max tactical with his main march in (with 5th shooter hero +5), but he won't get max tactical when main march is out, as he will have all shooter heroes on the wall.
- So, when riders attack him, he either has strong rider setup on the Wall, or strong shooter setup on the Wall if his main march is out.
- When fighters attack him, he pulls back his main march, and maybe even enough time to switch back to rider formation on the Wall to prevent his shooters from taking damage.
Advanced example of cancelling specific tactical skill.
- In a lair run 45 hosted by a strong fighter main, who uses Ulrich, Zephyr, Meyers, Tomoyo, Mars all +8 people join with full weak rider troops (low boosts and low tier) to spread casualties.
- When fighter removes Mars from march he has more kills %.
- That happens because Mars fires his tactical which is based on strength of riders that present in the troop.
- As result morale of Lair troop goes down, but killing less (troops take damage but don't die).
- How to omit that: by using 5th fighter or shooter hero instead of Mars. Lower risk is to use fighter hero, because some shooters can also join and then shooter hero will fire his tactical.
- In PVP doesn't matter, because you want to win a battle in the most cases, so morale drop is more important than kills%.
Advanced example of starting a rally for another person.
- You can start rally for another person (stronger than you) or start rally from your farm to join with main.
- Being a shooter main I can start a rally on my farm using 4 shooter heroes all enhanced to +5. I don't need a 5th hero actually.
- My farm heroes can be level 1: I don't need to raise hero level, as stats of my farm don't matter.
- All heroes on my farm must be +5 or higher to provide maximum Tactical skill. So for a novice player or a farm obvious hero choice is Amber/Malcolm/Bard/Hartwell +5.
- As my farm has only fighter (classic) formation, it can use full vehicles as troop or to bring 1 soldier (better not shooter, as that shooter will affect Lair calculation).
- I can join that rally with shooters from my main account, so my shooters on main account get maximum Tactical Skill from the host, so I can win a Lair which I couldn't have won if I just started that rally on my farm without heroes.
- The application is great in PVP: a novice player can pick up a tower and get a reinforcement from a strong player that will suddenly and badly nuke the attacker or start a rally, which opponent will ignore most likely, and strong people can join that rally and nuke the opponent objective. Such tactics often win in Reservoir War. Important for the novice player is to never ever use a Super Rally for that. Or he will simply cut reinforcement stats. Key is to use Normal Rally.
- In group Lair runs to breach 50% margins can do as follows: if I'm a dual shooter with boosted riders, and my shooters are strong enough to take low casualties in that Lair level, can start rally with shooter formation, but use rider heroes, add some small quantity of shooter soldiers, and the rest of my troop is riders. My shooters tank this Lair, so quantity of them should be sufficient for them not to die all. People who join me also bring riders. That will allow us to win with low casualties. Good for the cases when many riders in the guild are build for ATK only.
- For shelter reinforcement (PVP and Dead Rising) that obviously is very important.
On the picture you see that a small account, which has weak shooters started a shooter rally. It's 43 lair, farm shooters are weak, so they will die in 43, and makes no sense to bring them. Farm brings vehicles, as they have lower casualties priority, so they won't be hit while strong shooters are alive.
On the picture you see that 2 tougher accounts bring T10 shooters. The last participant entered with vehicles also. Tactical skill of the host heroes of the farm applies to all troop, so shooter participants get tactical skill triggered for their shooters.
The result is a win, and casualties are low. Casualties depend on toughness of shooter participants here.


Advanced Lair tanking example.
- Let's suppose that my T10 shooters tank 44 Lair with low casualties: I cannot solo 44, but I have total casualties before Nova Revitalization around 5000.
- Let's suppose I made some T7 shooters and tried 44 Lair with T7 shooters, and I also can tank 44 with low casualties: before Nova Revitalization around 7500.
- That means that I can always bring to Lair 44 around 10k T7 shooters as part of my main march. And with shooter formation I can accept not only any fighters/riders/vehicles as reinforcement, but also any T8+ shooters.
- While my T7 take damage and some of them survive, then neither of T8+ in this run will be damaged. So any T8 shooter with low stats can also join. Why is it good: because he adds to Tactical Damage of my shooter heroes, therefore boosts overall raid troop damage, and because that novice T8 shooter with low stats can feel useful.
- Important: if some novice with low stats brings T7 and below tier shooter to the run, then his shooters will take damage. It also affects Lair calculation in a bad way. For example, once I had 8k T7 shooters as a barrier, a newbie brought me a single T4 shooter unit, and as result 3k of my T7 shooters were one shot at Lair run (probably that newbie stats affected Lair calculation as his T4 shooter was first to take damage), later remaining 5k T7 of my shooters also died during the battle, and as result weaker T10 shooters that were in the run also died, and casualties were high.
- Application to PVP is as follows: non-main T11 and weak T11 shooters can join a normal rally carried out by a strong T10 if quantity of those T10 shooters is enough to sustain defender damage. It's harder to calculate on the flight, but it comes with practice.
Advanced example of balancing Dmg Up, ATK and Essentials.
Please, consider that all below is a demo, and you should calculate for your own values.
- Consider an example of shooter main HQ 34 with not bad stats that needs to make a decision whether to move to HQ 36 or not.
- let's suppose his ATK is 7000 (Shooter ATK 4500 + Troop ATK 2500). That means that ATK multiplier is (100+7000)/100 = 71
- let's suppose his Dmg Up is 59% (20% Phoenix Apex, 7% from Military 2, 5% from Guild, 10% from Glory refinement, 15% from Nova, 2% from Watchtower). That means that Dmg Up multiplier is (100+60)/100 = 1.59
- so his initial Dmg Unit multiplier is 71 * 1.59 = 112.89 ~112.9.
- After maxing Military 2 at HQ 35 he will get extra 3% Shooter Dmg Up and extra Troop Dmg Up 10%. Add extra 1% from Watchtower 36. that means that Dmg Up will be 1.73.
- Shooter essentials 1 give 2.5% to base. That means that Base multiplier is (100+2.5)/100 = 1.025.
- So with maxed Military 2 and Shooter essentials he will get Dmg Multiplier of 71* 1.73 * 1.025 ~ 125.9.
- So his units of any tier will be doing 125.9/112.9 ~ 1.115 which means that raising HQ to 36% will give him roughly more 11.5% damage from just boosts.
- How much points should he invest into existing ATK and Dmg Up in order to get the same 125.9 multiplier at HQ 34: 125.9 = (100+7000+X)/100*(100+59+Y)/100.
- Consider Y = 0, which means that he will not increase dmg up, increase only ATK. So X = 125.9*10000/159-7100 = 818.23, so he should raise ATK by 819% to reach the same result.
- Consider X = 0, which means that he will not increase ATK, increase only Dmg Up. So Y = 125.9*10000/7100-159 ~ 18.32. so he should raise Dmg Up by 18.32%.
- He can also pick a value between those two, for example raise Dmg Up by 10% (= Meyers Apex) and raise ATK by roughly 350%. Which is doable at 34 with some luck and time investment.
- So the real choice lies between easy Nuka and cheap healing/training costs and getting boosts slower or getting cheap boosts faster and running T11 with higher healing/training costs (but also increased damage), but also bigger troop size.
- Now with consideration that T11 base damage is 10% higher than T10 (I don't know that value, it's just an assumption), his Unit Dmg multiplier at HQ 36 will be 71* 1.73 * 1.125 ~ 138.18. To reach that value at HQ 34 he will have to invest 10% into Dmg Up and ~1077 into ATK, for example. Which is still doable but harder and requires more time.
Advanced morale trick for one-on-one PVP battle.
There's a feature/bug that was always in the game, not related to any new features.
- Consider a shooter main
- Pick fighter (classic) formation
- Your troop size is T. Select 10 any tier fighters, 10 any tier riders and T-20 strongest tier shooters as your troop.
- Attack opponent in the Pit when the result of the battle is close for full T shooters (you lose but not badly, around 2-4% difference), and you will most likely win. Why does it happen?
- When your troops enter the battle your shooters are 'protected' by a small line of fighters and a small line of riders.
- Your shooters will not take hit first but they will do some damage to opponent. That will reduce opponent troop morale by a certain amount. Your troop morale, however, will not drop from the death of those ~10 fighters and ~10 riders.
- Number of fighters/riders will be close to 10 but not necessarily exactly 10. I recommend to check and adjust that number for your stats. I just assume that it can slightly differ depending on stats, however, I was not seeing any difference with different stats.
- Rider main with classic fighter formation can pick 10 fighters. For a fighter main pick rider formation: 10 shooters + 10 riders + the rest are fighters. Was not tested (but will most likely work): rider main with shooter formation with 10 shooters + 10 fighters + the rest are riders.
- Same applies to any one-on-one PVP battles, be it Nuka, Pit, Cmdr. Duel, etc. But in Lairs it will most likely spoil results (you want to kill enemy before his morale drops, not to drop morale).