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.

My screenshots come from a report of:
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
⛨ Your toughness
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)
On the short side (Lethality)
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:
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.
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).
Atk × LethToughness
Def × Health Infantry51-2 Cavalry3-4—useless Archers1-23-4
- 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.
- Then: Archer resistance and Cavalry damage.
- 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.