Absy Labs ABSY LABSKingshot Theorycraft

Expedition combat · rally vs garrison

Stop guessing
which rally wins.
Simulate it.

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.

Confirmed Probable Speculative the same grading the engine deserves.
Thrud, a Kingshot cavalry hero
net score +9,140
win rate 92%
// what it does

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 →

Quick Fight

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 →

Sensitivity

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 →

Benchmark

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 →
// see a fight resolve

Every matchup is just
two armies and the math.

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.

// theorycraft, explained

The damage formula,
without the hand-waving.

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.

Confirmed  The per-troop math and SkillMod are read straight from the open-source engine and checked against the 189-death worked example on every change.
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

Free, and staying that way.

If the sim saved you a bad rally, buy me a coffee, or come argue about op codes in Discord.