Best Counter
Enter a garrison, get the top compositions from your own roster (leader trio, joiners and troop ratios) ranked by net casualty score with a Monte-Carlo win rate.
See how it searches →Expedition combat · rally vs garrison
Absy Labs takes a defender garrison and your hero roster, then ranks the attacks that lose the fewest troops for the most kills: math reverse-engineered from the engine, with every number graded for how sure we actually are.
Enter a garrison, get the top compositions from your own roster (leader trio, joiners and troop ratios) ranked by net casualty score with a Monte-Carlo win rate.
See how it searches →One matchup, round by round. Watch each squad bleed out, see which skills fired, and read the final losses for both sides.
Read the formula →Sweep a single lever (a hero star, a widget level, a bonus percent) and chart exactly how much the outcome moves. Find what's worth upgrading first.
Bonus stacking →Not sure what to upgrade? Rank your whole roster against a tier-matched dummy and get a shard-budget roadmap: develop, hold or skip, in power-per-shard order.
The roadmap advisor →Quick Fight pits your rally against a garrison and runs the real engine round by round: the same per-troop attack, type counters and skill multipliers, no fudge factors. You get the casualty split and a win rate, not a vibe.
Hit swap to flip attacker and defender: the type triangle and bonuses re-resolve from the other side.
New here? Think of it as army size × per-troop power × who-counters-who × skills. That's the whole fight in one line. We start there, then show you every term, every source, and exactly where the proof ends.
damage = army_factor × att_per_troop / def_per_troop × type_bonus // +10% if you counter × SkillMod // the hidden multiplier × fatigue_factor / 100 round 0 · Inf vs Inf damage = 56,335 × 680 / 2557.9 × 1.26 = 188.7 → deaths = 189
If the sim saved you a bad rally, buy me a coffee, or come argue about op codes in Discord.