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Mechanics · troops

Troops, tiers & counters

Under every rally is a set of small integer base stats and a rock-paper-scissors triangle. The percentages get all the attention, but they're percentages of these numbers — so this is where the math actually starts.

1. Base stats, T6 to T11

The numbers in the in-game training panel are display placeholders. These are the actual base values the engine uses. Every troop, every tier, also has base Lethality = 10 and base Defense = 10 — only Attack and Health vary.

TierInf AtkInf HPCav AtkCav HPArc AtkArc HP
T6243730730243974183
T9400120012004001600300
T10472141614164721888354
T10.1491147314734911964368
T10.2515154615465152062387
T10.3541162416245412165406
T10.4568170517055682273426
T10.5597179017905972387448
T11566169916995662266390

Probable. T11 (Truegold) base stats are now in the simulator (the row above), and troops fight with their TrueGold procs across the full T1–T11 × TG0–TG8 grid. One detail is worth flagging: T11 archers take a survivability nerf, with arc HP / inf Atk dropping to ≈0.689 versus the steady 0.75 that holds T1–T10. T12 (Tempered Truegold) still has its slot reserved with no values — it'll be filled from data, not guessed.

2. The pattern behind the numbers

The tiers aren't arbitrary. One relationship holds across all of them, which is a useful sanity check whenever a new tier's values surface:

attack_inf = health_cav attack_cav = 3 × attack_inf attack_arc = 4 × attack_inf health_arc ≈ 0.75 × attack_inf (T1–T10; ≈0.689 at T11)

Archers hit hardest per troop and die easiest; infantry are the wall. The percentages you stack on top don't change this shape — they scale it.

3. The counter triangle

Infantry beats Cavalry, Cavalry beats Archer, Archer beats Infantry. When your attacking squad counters the type it's hitting, it deals +10% damage — and that's the whole of it. There is no defensive type bonus; countering never makes you take less, only deal more.

Direction matters

The +10% is keyed to "does the attacker's type counter the target's type," regardless of who rallied and who defended. Confirmed.

4. Cavalry bypass & archer volley

Two troop traits bend targeting and damage:

  • Cavalry bypass (Ambusher) — about 20% of the time, a cavalry squad skips the frontline and strikes archers directly. One roll per round per cavalry-attacking fighter. Confirmed as an ability; the 20% is the community-quoted figure. (In old SoS this was deterministic every 20 rounds; KingShot made it a per-round roll.)
  • Archer volley — a 10% chance to fire twice in a round. Probable — the trait is in the description, the exact rate isn't independently confirmed for KingShot.

Expected mode bakes these in as fractions; Monte Carlo rolls them. The bypass especially can decide a fight, because archers are the squad least able to survive being hit early.

5. Casualty splits by battle type

The troops you "lose" in combat aren't all gone. After the fight resolves, losses split into permanently dead, severely wounded (infirmary), and lightly wounded (auto-heal) — and the ratio depends entirely on the battle type. The simulator applies the right split after combat, so what it reports as permanent loss matches what the game actually takes.

Battle typePermanent deadLightly wounded
Open field (PvP / PvE wilderness)~25%~75%
Attack on player city (rally vs garrison)~35%~65%
Defend own city~25%~75%
Outpost Lv.4 (attacker and defender)10%90%
Bear Hunt / rally on Bear or Dreadwolf0%100%
Conquest / Arena (real-time)0%100%

Speculative edge case If the infirmary is full when wounded are processed, severely-wounded troops count as permanent dead instead. The simulator can take infirmary capacity as an optional input, since that single fact can flip a "cheap" fight into an expensive one.


Related: the damage formula · hero skill stacking

Find your best troop ratio

Best Counter grid-searches troop ratios under your march cap — it'll tell you how much infantry to actually bring.