FAQ

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FAQ – Hero vs. Unit Play: Why You Shouldn’t Go Solo

Q: Why can’t I just fight with my hero like in other action games?
A: Conqueror’s Blade is not designed for lone-wolf hero gameplay. Your hero is only one part of your army — the real strength comes from using your units effectively alongside your own attacks.


The Solo Hero Myth

Many beginners rush into battle focusing only on their hero skills, ignoring their warband. This often leads to:

  • Dying quickly due to being surrounded
  • Poor damage output compared to a coordinated hero-and-unit attack
  • Missing out on objectives and team support

How the Game Is Designed

  • Combined Arms: Your hero is a commander, not just a warrior. The game balances heroes to work in synergy with units.
  • Hero Damage Limitations: Against large unit formations, hero damage alone is rarely enough to win.
  • Unit Control Wins Fights: Well-timed unit charges, shields, or pike walls can turn the tide, even if your hero is low on health.

Beginner Tips to Avoid the Solo Trap

  1. Always Deploy Units
    Even if you’re trying to level up your hero gameplay and knowledge Level, bring a warband to support you.
  2. Lead from the Front, Not Alone
    Use your hero to create openings for your units, not to replace them.
  3. Match Your Weapon to Your Units
    Example:
    • Maul + shield units → Crowd control and front-line tanking
    • Bow + pike units → Long-range support and chokepoint defense
  4. Stay With the Group
    Lone heroes are easy targets. Stay near your team and coordinate pushes.

Common Beginner Mistakes

  • Rushing into a capture point alone
  • Leaving units idle at spawn
  • Using unit charges too early or without positioning
  • Ignoring unit health and morale

Pro Tip:
Watch veteran players — you’ll notice their units are constantly moving, attacking, or repositioning, even while the hero is fighting.


Summary:

Your hero is not the main damage dealer — your units are. Think like a commander, not a lone fighter, and you’ll survive longer, deal more damage, and help your team win.

>>> PROGRESS & GRIND HUB <<<

FAQ – Unlocking Units: Realistic Timeframes Explained

Q: Why does it take so long to unlock units?
A: Unit progression is tied to seasonal challenges, honor farming, and in-game events. This is intentional — the game rewards consistent play over time.


How Unlocking Works

  • Seasonal Units – Available through the seasonal unit tree by completing challenges or using seasonal currency.
  • Permanent Units – Purchased with honor and leadership points; unlockable any time once requirements are met.
  • Event Units – Occasionally tied to limited-time events, usually faster to obtain but with unique requirements.

Why It Feels Slow for Beginners

  • Limited access to Veteran Guides and knowledge -> many mistakes in early
  • Smaller warband capacity means fewer efficient battles early on
  • Seasonal unit challenges often require specific game modes or objectives

Tips to Speed Up Unlocking

  1. Focus on One Unit at a Time – Don’t split progress across multiple seasonal trees.
  2. Complete Daily/Weekly Quests – They give seasonal currency and honor boosts.
  3. Join a House – House quests and fief benefits speed up honor farming.
  4. Play During Events – Event missions often reward large amounts of honor and seasonal currency.

Summary:

Unit unlocking is a long-term grind — focus your efforts and take advantage of events to make it faster.

FAQ – Understanding Combat Matchups (Rock-Paper-Scissors Warfare)

Q: Why do some units seem unbeatable while others get wiped instantly?
A: Conqueror’s Blade is built on a rock-paper-scissors balance system. Each main unit type has natural strengths and weaknesses against others.


The Core Triangle

  • Ranged → Cavalry → Infantry → Ranged
    1. Ranged Counters Cavalry – Well-positioned ranged units can shred cavalry before they close the gap.
    2. Cavalry Counters Infantry – A well-timed cavalry charge can break static infantry lines and scatter formations.
    3. Infantry Counters Ranged – Shield walls, pike lines, and melee rushes can quickly overrun unprotected ranged troops. [Cav also but stairs and walls nono]

How It Works in Practice

  • Ranged vs. Cavalry:
    • Crossbows, muskets, and bows can deal massive damage to charging cavalry, especially if supported by pike cover.
    • Cavalry that fails to flank or surprise will often be cut down before impact.
  • Cavalry vs. Infantry:
    • Heavy cavalry can smash through many infantry formations, especially if they lack bracing or shield defense.
    • Shock cavalry excels at disrupting slower-moving infantry.
  • Infantry vs. Ranged:
    • Shield infantry can advance under fire and soak up ranged damage until they close the distance.
    • Infantry catches up to range while holding up shields etc, range cant hit and run (unless special kits) so you have easy hunt

Extended Matchups

While the core triangle is the easiest to remember, real battles are more complex:

  • Pike Infantry → Cavalry – Braced pikes can stop cavalry charges instantly and cause huge damage.
  • Artillery → Everything – Well-placed siege weapons can neutralize any type if not countered.
  • Hybrid Units – Some units, like Sword + Flail or Shield + off-Shield troops or javelin infantry, break the standard triangle by threatening multiple types.

Beginner Tips for Winning Matchups

  1. Scout the Enemy First – Don’t commit your best unit into its counter.
  2. Keep Counters in Reserve – Wait until you see what the enemy deploys before bringing out your specialist.
  3. Support Your Weaknesses – Pair vulnerable units with protectors (e.g., ranged behind shield infantry).
  4. Don’t Tunnel Vision – Even a “counter” unit can be beaten if you’re flanked or outnumbered.

Summary:

Think of battles as a chain of counters. Always aim to deploy your units against what they beat, and protect them from what beats them. Mastering matchups is one of the fastest ways to improve your win rate.

FAQ – How EXP Distribution Works

Q: Why do some of my units level so slowly?
A: Unit experience is shared between all units that take part in a battle, with priority given to those that see active combat.


EXP Basics

  • Units you deploy and actively use get the majority of the EXP.
  • Units that are in your warband but never deployed get only a small fraction.
  • Max-level units no longer gain EXP — their share is not “lost” but is saved till 1M exp (if you press U on the top left corner you see the amount) you can easy level units without playing them

Beginner Tips for Leveling

  1. Use AI/Training Battles – Safe way to level fragile units without heavy losses.
  2. Avoid Wasting EXP – Level priority Units first, filler later
  3. Take all Events, Bandit Raids (weekly) etc with EXP Booster
  4. If you can afford, buy Premium Pass
  5. Use maxed out Warbands and level up your next unit without suffer trough not maxed out skills etc.

Summary:

Play. Play a lot. Play events and PVE Event modes

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FAQ – Economy & Resource Management for Beginners

Q: Why do I always run out of silver, kits, or storage space?
A: Early-game players often underestimate the economic side of Conqueror’s Blade. Poor planning leads to wasted resources and higher repair/replacement costs.


Common Beginner Issues

  • Kit Loss: Letting units die completely in battle drains your kit reserves.
  • Silver Drain: Frequent repairs, kit crafting, and overbuying market items without checking prices.
  • Storage Overload: Hoarding low-tier materials you’ll never use.
  • Tax Shock: Paying high fief taxes without knowing about bypass mechanics like Requisition Tokens.

Beginner Economy Tips

  1. Protect Your Units – Dont play T5 units on hard int if you want to save bronze
  2. Farm in Low-Tax Areas – Check the map for fiefs with lower tax rates before crafting or refining.
  3. Use Requisition Tokens – These let you craft in fiefs without paying local taxes (fix sum).
  4. Refine Materials and sell them or use them yourself, always cheaper than buying
  5. Expand Storage Early – Use silver or souvs to unlock extra slots and avoid inventory jams.

Economy & Resource Management

Bronze loss is one of the biggest frustrations for new players. Here’s how it works:

Economy & Resource Management

Players run out of bronze by participating in house/alliance groups and completing house quests while participating in TW, and losing/dying in general. If you don’t participate in TW, you gain tons of bronze over a season. If you are participating, then playing more actively in groups in your house discord and focusing on house quests is the best way to offset bronze consumption. – CuileannA


Summary:

The economy is as much a battlefield as the map — control costs, protect your assets, and plan resource routes like you plan your attacks.

FAQ – Tutorial Deficit: Why Beginners Feel Lost

Q: Why do I still feel like I don’t understand the game after finishing the tutorial?
A: The in-game tutorial covers only the absolute basics — movement, attacking, and a short introduction to units and siege equipment. It does not explain the deeper systems that drive Conqueror’s Blade. Many beginners end up confused because important mechanics are left for players to “discover” on their own.


What the Tutorial Misses

  • Unit Counters & Matchups – No clear explanation of how cavalry, infantry, and ranged interact.
  • Warband Management – How to rotate, heal, and kit units efficiently.
  • Economy & Resource Systems – Taxes, requisition tokens, storage expansion, and refining are never explained.
  • Fief & House Benefits – Why joining a House early changes your progression speed.
  • Territory Wars – No preparation, strategy, or role guidance for large-scale battles.
  • Scoring System – How MVP is actually calculated.
  • Seasonal Progression – Unlock trees, seasonal currency, and event bonuses.

Why This Hurts Beginners

  • Slower unit and hero progression due to missed opportunities.
  • Wasting resources on inefficient crafting, taxes, and battles.
  • Entering Territory Wars or matchmaking without understanding your role.
  • Feeling “weak” compared to veterans simply due to lack of knowledge.

How to Overcome the Tutorial Deficit

  1. Join a House or Active Alliance – Veteran members will teach you faster than the game ever will.
  2. Use External Guides & Wikis – The in-game Codex is limited; community resources fill the gaps.
  3. Watch Experienced Players – Observe positioning, unit rotations, and map awareness.
  4. Ask Questions in Discord – Most veteran players are willing to help if you show effort.
  5. Experiment in AI Battles – Safest way to test weapons, units, and builds without heavy losses.

Summary:

The tutorial teaches how to swing a weapon — it doesn’t teach how to win a war. Use community guides, alliances, and practice modes to fill in the gaps and get battle-ready.

FAQ – How Scoring Really Works (MVP Confusion)

Q: I had the most kills, why didn’t I get MVP?
A: MVP isn’t just about kill count. The game scores you on a variety of factors — some you might not notice.


MVP Score Components

  • Damage Dealt – Hero and unit damage combined
  • Damage Absorbed – How much damage you blocked or tanked for your team
  • Objective Contribution – Time spent capturing or defending points
  • Support Actions – Assists, knockdowns, and disabling enemy heroes/units
  • Deaths – Fewer deaths help your score
  • Kicking Ladder etc.

Common Misunderstandings

  • High Kills ≠ MVP – A hero with fewer kills but more damage absorption and objective time can outscore you.
  • Unit Impact Counts – Wiping out enemy units is often more valuable than killing heroes.
  • Deaths Penalize – Dying repeatedly lowers your score more than most realize.

Beginner Tips for MVP

  1. Play Objectives – Stand on capture points, even if it means fewer kills.
  2. Protect Allies – Shield units and heroes under fire to rack up damage absorption.
  3. Avoid Wasting Lives – Stay alive longer to keep contributing.
  4. Mix Offense & Defense – The game rewards balanced contribution over pure aggression.

Summary:

MVP is about total battlefield contribution, not just kills. Play smart, focus on objectives, and use your units effectively to boost your score.

FAQ – Why Joining a House Early Matters

Q: Can’t I just play solo until I learn the game?
A: You can, but you’ll miss out on some of the biggest advantages the game offers to beginners — all through House membership.


Benefits of Being in a House

  • Access to Fief Resources – Gather from allied fiefs at reduced cost.
  • Extra Gathering Slots – Houses often have bonuses allowing more daily gathering.
  • Fief Quests – Additional honor, bronze, and crafting materials.
  • Territory War Participation – Experience large-scale PvP early, even as a support role.
  • Mentorship – Veteran members can guide your builds, strategies, and unit choices.

Beginner-Friendly Advice

  1. Find a Teaching House – Look for recruitment ads mentioning training or new player support.
  2. Be Active – Contribute to House events and fief defense to earn trust and rewards.
  3. Ask Questions – Houses are your fastest shortcut to learning advanced game mechanics.
  4. Join Territory Wars – Even as a low-level player, you can bring useful units for holding objectives or defending gates.

Summary:

A good House accelerates your growth by weeks or months — join early, participate often, and treat it as your in-game family.

FAQ – Mastery System & Mastery Scrolls Explained

Q: What are Mastery and Mastery Scrolls? How do I upgrade my units for extra perks?
A: The Mastery system lets certain units gain powerful upgrades beyond regular levels and veterancy. To unlock each mastery tier, you need Mastery Scrolls—specifically Uncommon and Rare types.


What Is Unit Mastery?

  • Mastery is a progression mechanism that grants additional upgrades on top of levels, veterancy, unit tree nodes, and doctrines. Each eligible unit has an 8-tier mastery path (I–VIII) offering strong bonuses.
  • You unlock Mastery tiers sequentially—each requires reaching a specific unit level and owning previous tiers.

Scrolls Needed for Mastery

  • Uncommon Scrolls of Mastery (green): Required for most early tiers.
  • Rare Scrolls of Mastery (blue): Required at key milestones (typically tiers V and VIII).

How to Obtain Scrolls:

  • Supply Token Exchange: 50 Uncommon Scrolls per week (5 items per supply token).
  • Honor Store:
    • Uncommon Scrolls: 15 per week (300 Honor for first 5, 450 for the next 10).
    • Rare Scrolls: 5 per week (2,000 Honor for first, 3,000 for remaining 4).
    • Bulk options: 350 Uncommon Scrolls at 200 Honor (first 150) or 250 (next 200)—non-refreshing.
  • Path to War Challenges: Earn up to 17 Uncommon Scrolls.
  • Special Events: Often reward both scroll types.
  • Exchange: Trade 5 Uncommon Scrolls for 1 Rare Scroll in the Mastery Scroll Exchange under the Activities tab (hotkey O).

Mastery Costs by Era

Mastery TierRequired LevelCost (Era-based example)
I–IVLower levels (5–12)5–25 Uncommon Scrolls (depending on Era)
V–VIIMid levels (8–20)Mix of Rare and Uncommon Scrolls
VIIIHigh level (10–24)Significant Rare Scrolls (6–20)

Which Units Have Mastery?

Mastery is available for many mid-to-high-tier units across Chivalric, Silver, and Heroic Eras—examples include Azaps, Imperial Arquebusiers, Khevtuul Cavalry, Mace Sergeants, and more.

A Steam discussion notes that while many units have Mastery, beginners should prioritize wisely due to limited scrolls:

“Most useful at fully upgrade: Men‑at‑Arms, Rattan Marksmen, Imperial Pike Guards, Imperial Arquebusiers.”
“Optional: Imperial Javelineers, Javelin Sergeants.” (Steam Community)


When and Why to Use Mastery Scrolls

  • Early Actions: Up to 3 units a month can gain Mastery through PVE content and the Honor Shop—limited by daily/monthly caps.
  • Strategic Impact: Mastery can significantly elevate older units to compete with newer, seasonal ones.

Beginner Tips for Mastery

  1. Prioritize Wisely: Save scrolls for units that you use often or that perform well post-Mastery.
  2. Track Availability: Check weekly Honor Store refresh and PVE caps.
  3. Exchange Smart: Only convert Uncommon into Rare when you’re close to unlocking a vital tier.
  4. Use Events: Event rewards often include scrolls or related currency—keep an eye on in-game announcements.
  5. Monitor Unit Trees: Mastery info appears on eligible units in the Unit Tree UI—use that to plan upgrades. (Steam Community)

Summary

  • Mastery adds powerful upgrades to select units.
  • Scrolls (Uncommon & Rare) are limited—budget them carefully.
  • Unlocking tiers requires unit levels and earlier tiers.
  • Focus on units that benefit you the most—events and the Honor Store help refill your supply.

>>> PROGRESS & GRIND HUB <<<

FAQ – Seasonal Seal, Campaign Phases & Unit Tier Locks

Q: Why can’t I use my high-tier units at the start of a new season?
A: At the start of every season, Seasonal Seals (also called Tier Locks) restrict which unit tiers can be deployed in the campaign. This creates a more balanced battlefield early on and encourages players to progress through the season together.


What Is the Seasonal Seal / Tier Lock?

  • A Seasonal Seal is a campaign phase restriction that limits the maximum unit tier you can bring into Seasonal Territory Wars and campaign battles (non-campaign matches are unaffected).
  • The lock lifts gradually in set phases, allowing higher-tier units as the season progresses.

Campaign Phases

Each season is divided into weekly phases, and each phase unlocks more unit tiers:

  1. Phase 1 – Early Season
    • Allowed: Tier 1–3 units
    • Purpose: Prevents early domination by veteran players with maxed T5 units.
    • Focus on basic troops, pikes, archers, and light cavalry.
  2. Phase 2 – Mid Season
    • Allowed: Tier 1–4 units
    • Stronger units and early elite troops join the battlefield.
    • Pushing fiefs and fighting over larger territories becomes more intense.
  3. Phase 3 – Late Season
    • Allowed: Tier 1–5 units (full roster)
    • All elite and seasonal units are unlocked for campaign battles.
    • Expect high-power clashes and final pushes for territory before season end.
  1. Phase -> No Set Bonus and craftable Stats active
  2. Phase -> Set Bonus active – Craftable Stats not
  3. Phase -> All Gear and Stats/Bonuses are available again

Why This System Exists

  • Balance: Gives new or returning players time to prepare without facing only maxed-out T5 armies.
  • Progression: Creates a sense of campaign growth as stronger units are introduced over time.
  • Strategic Diversity: Early weeks force creative use of low/mid-tier troops.

Tips for Playing with Tier Locks

  1. Level Lower-Tier Units Before Season Start – Don’t ignore T2–T3 units; they can be strong early and farm honor efficiently.
  2. Plan Your Warband for Each Phase – Have a mix of units ready for when new tiers unlock.
  3. Use Early Weeks to Farm Resources – Lower-tier matches are cheaper in kit costs and good for bronze farming.
  4. Prepare Seasonal Units in Advance – If a seasonal unit is T4 or T5, start leveling it so it’s ready when that phase unlocks.

Summary:

The Seasonal Seal controls when you can use stronger units in the campaign. Learn the phase schedule, prepare units for each stage, and take advantage of the lower-tier weeks to build your economy and warband strength.

Conqueror’s Blade – Slang & Abbreviations Glossary

All Credits to Amyas Library Discord:

📢 Community Discord: discord.gg/WSzZQTuQXa


CCiCrowd Control Immunity: A status effect or ability that makes a unit or hero immune to stuns, knockdowns, or other control effects.

Ball Boys / Coco’s – Zykalian Militia.

Flamers – Siphonarioi.

BiSBest in Slot: The optimal piece of gear, equipment, or move for a given build or role.

Brace – Pike units setting their pikes into the ground (usually bound to skill slot 1) to stop charges.

Warband – The collection of units you bring into a battle.

Cav – Cavalry units.

Push – An aggressive advance toward an objective or enemy position.

Flank – Attacking the enemy from the side or rear to catch them off-guard.

Burst – A high amount of damage dealt in a short timeframe.

Meta – The current “Most Effective Tactics Available” — the top-performing strategies and units in the game at the moment.

Kite – Keeping distance from the enemy while dealing damage, often to avoid retaliation.

Dive – A fast, committed attack into enemy units by a hero to kill or disrupt them.

MS – Movement Speed.

AS – Attack Speed.

Exo / Exotics – Units with a highly unique and impactful set of abilities that can decide the outcome of a push on their own. Usually require exceptional teamwork. Examples: Falconetti, Zykalian Militia, Siphonarioi, Shenji, Lionroar Crew.

TWTerritory War: Game mode where Houses and Alliances fight for control of fiefs in the open world.

CBR / CBL – Main competitive tournaments in Conqueror’s Blade.

  • CBR (CB Rivals): The European/NA League tournament.
  • CBL (Conqueror’s Blade League): The official tournament organized by the developers every 4–6 months.

>>> ALL IN ONE DOCTRINE SHEET <<<

FAQ – Understanding Combat Matchups (Rock-Paper-Scissors Warfare)

Q: Why do some units seem unbeatable while others get wiped instantly?
A: Conqueror’s Blade is built on a rock-paper-scissors balance system. Each main unit type has natural strengths and weaknesses against others. On top of this, certain hero classes and macro mechanics (buffs, debuffs, healing) make pushes succeed or fail, so it’s not only about single matchups but also about coordination.


The Core Triangle

Ranged → Cavalry → Infantry → Ranged

  1. Ranged Counters Cavalry – Well-positioned ranged units can shred cavalry before they close the gap.
  2. Cavalry Counters Infantry – A well-timed cavalry charge can break static infantry lines and scatter formations.
  3. Infantry Counters Ranged – Shield walls, pike lines, and melee rushes can quickly overrun unprotected ranged troops.
    (Cavalry also counter ranged, but stairs and walls make it unreliable.)

How It Works in Practice

  • Ranged vs. Cavalry: Crossbows, muskets, and bows can melt cavalry, especially with pike support. Cavalry that fails to flank will be wiped before impact.
  • Cavalry vs. Infantry: Heavy cav can smash through infantry lines if they’re unbraced or lack shields. Shock cav disrupts slow-moving infantry.
  • Infantry vs. Ranged: Shields soak up fire until closing in. Once engaged, ranged units have few options to escape.

Extended Matchups & Meta Nuances

While the core triangle is the easiest to remember, real battles are more complex:

  • Pike Infantry → Cavalry – Braced pikes stop cav instantly and punish charges.
  • Artillery → Everything – Siege weapons can neutralize any type if not countered.
  • Hybrid Units – Javelins, flails, off-shield troops, or Sword+Shield hybrids threaten multiple types.
  • Macro Classes – Some hero classes tip the balance beyond unit matchups:
    • Poleaxe – Speed + damage debuff, strong anti-blob control.
    • Glaive – 15% damage buff to allies in a blob.
    • Longsword – Healing, speed, and defensive buffs that enable successful pushes.
      These make teamwork essential. Playing solo without class synergies usually fails in large-scale fights.

The Balance Problem

Developers often adjust matchups, so the meta shifts every season. In the past, buckler/shock units countered shields, shields countered pikes, pikes countered cav, and cav countered shields again. Today, almost every unit has pros and cons like a “Dark Souls” weapon system.

  • Chariots are considered meta, but many low tier nieche units counter them.
  • Crossbows and musket lines are strong vs. chariots but struggle against shield rushes.
  • Each patch changes unit efficiency, so stay flexible instead of memorizing a fixed triangle.

Beginner Tips for Winning Matchups

  • Scout First – Don’t throw your best unit into its counter.
  • Keep Counters in Reserve – Deploy only when you know the enemy comp.
  • Support Weaknesses – Protect ranged with shields, protect cav with debuffs, etc.
  • Don’t Tunnel Vision – Counters aren’t absolute; flanks, numbers, and class buffs shift outcomes.

Summary

Think of battles as a chain of counters, but remember that hero buffs/debuffs and teamwork matter as much as unit types. Always aim to deploy what beats your opponent, while shielding your own weaknesses. Mastering both micro (triangle) and macro (class synergy, bronze economy) is the real key to climbing.

Conqueror’s Blade – Damage & Armor Mechanics


1. Unit Damage (Troops)

  • Damage Types: Units deal one of three types: Slash, Pierce, Blunt.
    Each unit has separate resistances. Heavy units = high resistances across all three, medium = balanced, light = weak resistances . The most effective way to deal damage is to hit with the damage type that matches the lowest armor stat of the target .

    Armor vs Penetration Formula:
  • Effective Damage
    Base Damage × max(1 – (Target Armor / Attacker Penetration), 0.05)

    • If Armor = Penetration → only ~5% of damage goes through.
    • If Penetration >> Armor → approach 100% of base damage.
    • If Armor >> Penetration → heavy reduction, but never below 5% .

  • Example (Simplyfied):
  • Base DMG 3000 | Pen 1000:
    • Target Armor 500 → 1500 dmg (~50%)
    • Target Armor 1000 → ~150 dmg (5% floor)
    • Target Armor 200 → ~2400 dmg (~80%)
  • Critical Hits (Units): Units can crit, but only heroes can boost crit stats. Base crit = ~+50% damage (×1.5 multiplier) .
  • Back Attacks: Attacks from behind ignore block, treat target as “unarmored,” and give a large damage bonus roughly equal to a crit (~+50%) .
  • Headshots: Ranged only. Significant bonus damage, shown as orange numbers, stacks with crits .
  • Momentum: Charges (esp. cavalry) add extra penetration based on movement speed.
    Full-speed charges penetrate more armor .
  • Terrain Rating: Units have terrain proficiency (Great/Good, Fair, Poor). Poor terrain = slower movement, less damage, more damage taken. (As tests has shown, not every Unit is affected by it, yet you can see the effects in Sieges and Fieldmaps)
  • Elevation:
    No direct % bonus, but downhill = longer projectile range, easier headshots, cavalry charges hit harder.
    Uphill = weaker momentum .

2. Hero Damage (Players)

  • Scaling: Heroes use same formula, but can boost stats via attributes & gear. Strength/Agility increase both weapon damage and penetration (e.g., +6 dmg & +6 pen per point) . Endgame heroes often reach ~2000 pen, while normal troops have only 0–700 armor → explains why heroes shred units.
  • Heroes vs Units (PvE): Well-geared heroes massively out-damage regular units. Elite/gold troops can still kill careless heroes (esp. if surrounded).
  • Heroes vs Heroes (PvP):
    • Longer fights since both have high armor/HP.
    • Penetration critical vs tanky builds.
    • Crit Resistance is crucial to avoid burst kills.
    • Builds differ: PvE = sustain vs Units | PvP = burst + control .

3. Armor & Armor Penetration

  • Interaction:
    • Equal Armor & Pen → damage reduced ~95% (floor 5%).
    • Higher Pen than Armor = more damage passes.
    • Max = 100% base damage. No “true damage” beyond that.
  • Separate per Damage Type: Slash dmg only checks Slash Pen vs Slash Armor, etc.
  • Random Spread: Actual damage fluctuates ~90–100% of calculated value .
  • Optimization: Too much Pen over target’s armor is wasted. Best balance is high base dmg + enough pen.

4. Critical System

  • Crit Value: Determines chance to crit vs target’s Crit Resistance .
  • Crit Damage: Default +50%, can be boosted to +80–100% with stats .
  • Crit Resistance (Defense): Reduces bonus damage taken from crits .
  • Stacking: Crits + Headshots + Back Attacks stack together (Discussable, tests are unclear no official Data).
    Example: critical back headshot = maximum burst .

5. Terrain & Elevation

  • Terrain Proficiency: Rating Effect Great/Good Full combat effectiveness Fair Small penalties (slower, less dmg/defense) Poor/Bad Noticeable penalties: slower, less dmg, more dmg taken
  • Elevation:
    • No flat % bonus.
    • Downhill = better range, higher chance of headshots, cavalry charges stronger.
    • Uphill = weaker cav momentum.
    • Terrain like rivers slows units; city streets weaken cav.

6. Single vs Multi-Hit

  • AOE Skills: Each target takes full damage calculation individually. Some skills reduce % dmg on secondary targets (balance) .
  • Multi-Hits on One Target: Each hit calculated separately. Multiple small hits are each reduced by armor, so less efficient vs tanks, but still stack up.
  • Cleave Attacks: Many units’ basic swings hit multiple enemies; each target calculated separately.
  • Skill Scaling & Crits:
    Recent patch: crits/backstabs/headshots now apply fully to all parts of skills (percent + flat dmg).
    Before, only % scaled; now entire skill benefits . → DPS up ~1–10%.

Quick Reference Table

FactorEffect
Armor vs PenDamage = Base × (1 – Armor/Pen), min 5%, max 100%
Crit Damage+50% base, up to +100% with stats
Crit Value/ResistDetermines chance & reduces crit bonus
Back AttacksIgnore block & armor; big dmg bonus (~+50%)
HeadshotsHuge dmg boost, stacks with crit
Units (Terrain)Poor terrain = slower, less dmg, more dmg taken
ElevationDownhill = range/headshot bonus, cav charges hit harder
Single vs MultiEvery hit calculated separately; AoE may have dmg reduction