A consolidated reference for troop ratios (Infantry/Cavalry/Archer) across every context in the game. Cross-check against the specific event page for any nuance.
General Purpose Ratios
| Context | Ratio (Inf/Cav/Arc) | Notes |
|---|---|---|
| Offensive rally (Gen 4+) | 1/10/89 | Heavy archer-weighted once your roster supports it |
| Garrison / defense | 60/15/25 (or 60/20/20 depending on source) | Infantry-heavy to absorb damage |
| Castle Battle attack (KvK) | 50/20/30 | See Kingdom vs Kingdom (KvK) |
| Castle Battle garrison (KvK) | 60/20/20 | Defensive lean |
| Alliance Championship | ~50/20/30 | Starting baseline, adjust per lane assignment |
Zone-Specific Ratios (Mystic Trial)
See Mystic Trial for our alliance's exact per-zone numbers (Coliseum, Forest of Life, Crystal Cave, Knowledge Nexus, Molten Fort, Radiant Spire).
General Principles
- Early game: a roughly even mix across all three troop types is safest since you don't yet have strong single-type damage dealers
- As you unlock stronger heroes, ratios shift toward whichever troop type your strongest heroes lead — check each hero's troop type in Hero Index before committing to a ratio
- Defense should generally skew Infantry-heavy — Infantry absorbs damage, letting your Archers (highest damage) survive to deal their hits
- Offense should generally skew Archer-heavy at Gen 4+, once your gear/hero investment supports the higher-risk, higher-reward composition