Improve · Stats & composition

Which stats should you raise first?

Your stats work in pairs. Understanding this tells you what to upgrade first, and stops you wasting resources.

1Import your battle report

A battle report against the Baron is enough: your stats, troops and heroes fill in on their own.

❓ Which screenshots to take?

Here, two areas matter: ① your ratio and troop tiers, on the left under the icons, and ② your 12 stats, in the left column. Your profile screen doesn't show all your bonuses: only the battle report does. A report against the Baron is enough, attacked with the march's heroes.

“Stat Bonuses” (or “Bonus Details”) screen
Your 12 stats · check or correct

2Pick your goal

Your heroes' widget bonuses depend on the goal.

3Your result

Fill in the boxes, then tap “Analyze”.

The Lab can be wrong. Its calculations rely on an engine rebuilt from real battle reports, not on the game's formulas. Always compare with your own reports.

100% Expedition advice: duels, rallies, garrisons. Conquest and Arena are not taken into account.

How it's calculated

The calculator replays your battles in the Simulator's engine, with your 12 stats, troops and heroes.

Strength: the biggest army as strong as you that you still beat, against the server's 4 common compositions. The figure is the median over your best ratios; the line shows the spread from one ratio to another.

Understand

Stats come in pairs

⚔️ Your damage

Attack
×
Lethality
=

⛨ Your toughness

Defense
×
Health
=

The two stats of a pair don't add up: they multiply.

Always raise the lower one

Picture your damage as the area of a rectangle: the width is your Attack, the height your Lethality. Here, Attack +400% and Lethality +200%. You have +50% to place.

On the long side (Attack)

damage+0 %

On the short side (Lethality)

damage+0 %
Area = damage. The gold part is what your +50% added.

Same cost, almost twice the effect. +50% on a stat at +200% gives +17% damage; on a stat at +400%, only +10%.

Your lowest stat isn't necessarily your neighbor's: check each pair with your own numbers.

Where to gain each stat

Each source improves specific stats:

CharmsHealthLethality
Governor GearAttackDefense
Hero GearHealthLethalityFor the hero's troop type. Helmet and boots: Lethality. Gloves and chest: Health.
ResearchOne specific statEach research says which stat and troop it raises.
Day to day: no choice between families

Each upgrade uses its own items: charm materials only work for charms, hammers only for Hero Gear. Upgrade everything with what you have; your calculator, above, tells you where to start for charms and Governor Gear, and the Hero Gear page gives you the order for your pieces.

When you choose where to spend

Real money, event coins in the shops: that's where you buy what raises the stat that gives you the most strength. Your calculator, above, tells you.

If your low stats are Lethality and Health, charms and Hero Gear bring the most. If they're Attack and Defense, it's Governor Gear.

And research? It's the most precise tool: each research raises one given stat for one given troop. Pick first the research that raises your lowest stat.

Which pair to start with

First choose the right pair, then raise the lower of the two. Pairs fall into three groups; within a group, the order depends on your stats, your march and your Truegold (see the Combat page).

Damage
Atk × Leth
Toughness
Def × Health
Infantry51-2 Cavalry3-4—useless Archers1-23-4
  1. The leading pair: Infantry resistance and Archer damage. Which one comes first depends on you: the gap is often small. If your infantry is already very tough, its resistance drops behind.
  2. Then: Archer resistance and Cavalry damage.
  3. Last: Infantry damage: it hits little.

Cavalry toughness: useless. Your cavalry only gets hit once your infantry has fallen, when the battle is already lost. No need to balance its Defense and Health.

For the exact order, use your calculator above: it settles it in battle with your stats, march and Truegold.