This post discusses some advanced PvP mechanics. Everything presented here should be taken as general input to help you to better understand and evolve your skills. All credit in this article goes to all the hard work Derrick Defies have done in order to decipher these mechanics. I highly advice you to check out his YouTube channel where he have multiple videos explaining more in detail.

Battle Mechanics General
Definitions
Troop Groups are multiples tiers of the same Troop Type (Ground, Ranged, Mounted & Siege) that start the battle moving and attacking together.
The correct troop range plus any applicable bonus is referred to as Actual Range (also differentiating from Published Range, which is often wrong).
The correct troop speed is referred to as Actual Speed (differentiating from Published Speed, which is often wrong).
Troop Groups can move and attack in the same turn if needed. So, Actual Range plus Actual Speed is referred to as Effective Range.
All-Troop In-Battle Functionality Rules
Troop Groups will move only if no enemy troops are within their Actual Range. Once engaging enemy troops, Troop Groups will remain in the same location attacking the highest priority troop within their Actual Range until all of that enemy troop type is dead OR a higher priority troop enters their Effective Range. On the other hand, if no enemy troops are within the Actual Range after moving, then the Troop Group will not attack, and will wait there (only defending) until its next turn.
General Battle Mechanics
battle field size is fixed.
traps have priorities, but will target anything
no troop actually acts differently. All attack top down, by attack value, not tier. Flat refines in particular can mess up the tiering versus attack value
counter attack is when the wounded in a layer attack troops in range
walls do little to nothing
with rally or reinforcement, count each as a separate layer of the same overall even if the same tier/type
Derrick Defies claims debuffs are not cumulative across the rally/reinforcement. Still debated whether or not debbufs are applied by highest debuff available or if everyone fights with their own debuffs.
Everyone fights with their own buffs
mixed marches in general work best against weaker opponents (and oddly barbs)
for attacking marches
relatively small layers below your attacking layer
due to range siege attacks
low tier siege attacks ground first
mid tier attack range and t1-t4 siege first
T11 will attack t4 and then high tier first because t4 has to move closer so it is in range first, and is the top of the lowest range tier.
Damage = NA(k) * A/(A+D)
N = number of troops in layer A = Attack D = Defense k = troop modifier
Damage/(Enemy HP) = kills
round down
troop priority
| att/def | Siege | Ranged | Mounted | Ground | | Siege | 1 | 2 | 4 | 3 | | Range | 4 | 2 | 1 | 3 | | Mounted | 3 | 4 | 2 | 1 | | Ground | 4 | 3 | 2 | 1 |
Priorities are based on what is in range in the given turn
Troop modifiers
attacker defender modifier
Siege Siege 0.5
Siege Ground 0.3
Siege Range 0.4
Siege Mounted 0.347
Ranged Siege 1.105
Ranged Ground 0.67
Ranged Range 1
Ranged Mounted 1.2
Mounted Siege 0.93333
Mounted Ground 1.2
Mounted Range 0.804
Mounted Mounted 1
Ground Siege 1.1
Ground Ground 1
Ground Range 1
Ground Mounted 0.7
Siege In-Battle Mechanics
Unlike the other three (3) Troop Types (which have one (1) Troop Group that moves and attacks together during the beginning of the battle), there are six (6) different Siege Range/Speed Troop Groups that can function independently and thus do different things from the start of the battle.
Siege Troop Priorities
Siege Troops are thought to prioritize Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):
Theoretical Priority
T-1 to T-10
Siege (-50%)
Ranged (-60%)
Ground (-65%)
Mounted (-70%)
T-11 to T-16
Siege (-40%)
Ranged (-60%)
Ground (-65%)
Mounted (-70%)
Actual Attack Order
Because of the six (6) Siege Troop Groups, figuring out where each group is located on the battlefield during a particular turn can be very complex. Because of this, trying to generalize a typical scenario for Siege Group attacking order is extraordinarily difficult.But the general concept is that Siege Troops stay back behind their own Mounted, Ground, and Ranged Troops while attacking the enemy Siege and Ranged Troops. Since they are out of the Effective Range of the enemy Mounted and Ground, the enemy Mounted and Ground will only advance once all their own Mounted and Ground Troops are dead.
Siege (In-Battle) Movement Speed & Range Stats
Tier Published Speed Actual Speed:
T1-T14 75 units/turn 75 units/turn
T15-T16 76 units/turn 76 units/turn
Tier Published Range Actual Range:
T1-T4 1400 units 900 units
T5-T8 1556 units 1000 units
T9-T10 1711 units 1100 units
T11-T12 1867 units 1200 units
T13-T14 2178 units 1400 units (w/ 75 Speed)
T15-T16 2178 units 1400 units (w/ 76 Speed)
Skill Book Published Range Bonus Actual Range Bonus
Level 1 +50 units +5 units
Level 2 +100 units +10 units
Level 3 +150 units +15 units
Level 4 +200 units +20 units
Gear Items with +% Siege Range Bonuses (like the Heian Braces +15%) seem to be accurate when applied to the Actual Ranges.
Tier Range +10% Bonus Range +15% Bonus Range +15% & L4 SB
T1-T4 990 units 1035 units 1055 units
T5-T8 1100 units 1150 units 1170 units
T9-T10 1210 units 1265 units 1285 units
T11-T12 1320 units 1380 units 1400 units
T13-T14 1540 units 1610 units 1630 units
T15-T16 1540 units 1610 units 1630 units
Once Actual Siege Range exceeds 1500 units, the top tier of Attacking Siege will target the enemy keep's Archer Tower instead of attacking the enemy's top tier of Siege Troops in the first turn. Additionally, "killing" the Archer Tower doesn't stop it from attacking during the remainder of the battle.
Maximum Effective Range (MER)
Maximum Effective Range is Actual Speed + Actual Range + Bonus(es).
Siege T1-T4 MER = 75 + 900 + 135 + 20 = 1130 units
Siege T5-T8 MER = 75 + 1000 + 150 + 20 = 1245 units
Siege T9-T10 MER = 75 + 1100 + 165 + 20 = 1360 units
Siege T11-T12 MER = 75 + 1200 + 180 + 20 = 1475 units
Siege T13-T14 MER = 75 + 1400 + 210 + 20 = 1705 units
Siege T15-T16 MER = 76 + 1400 + 210 + 20 = 1706 units
Ranged In-Battle Mechanics
Ranged Troops only have one (1) Troop Group, meaning all tiers move and attack together at the beginning of the battle. It may be possible for a Troop Group to separate later in the battle given specific scenarios.
Ranged Troop Priorities
Ranged Troops prioritize Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):
Theoretical Priority
Mounted (+20%)
Ranged (+0%)
Ground (-20%)
Siege [T-1 to T16] (+10%)
Actual Attack Order
However, because of speed, range and positioning dynamics on the battlefield, Ranged Troops are thought to attack Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):
Mounted (+20%) - Until all are dead, then move on to Ground
Ground (-20%) - Until all are dead, then move on to Ranged
Ranged (+0%) - Until all are dead, then move on to Siege
Siege [T-1 to T16] (+10%) - Until all are dead
Essentially, Ranged Troops stay back behind their own Mounted and Ground Troops while attacking the enemy Mounted and Ground Troops. Since they are out of the Effective Range of the enemy Mounted and Ground, the enemy Mounted and Ground will only advance once all their own Mounted and Ground Troops are dead.
Ranged (In-Battle) Movement Speed & Range Stats
Tier Published Speed Actual Speed
T1-T16 100 units/turn 100 units/turn
Tier Published Range Actual Range
T1-T16 500 units 500 units
Skill Book Published Range Increase Actual Range Increase
Level 1 +25 units +20 units
Level 2 +50 units +40 units
Level 3 +75 units +60 units
Level 4 +100 units +80 units
Maximum Effective Range (MER)
Maximum Effective Range is Speed + Range + Bonus(es).
Ranged MER = 100 + 500 + 80 = 680 units.
Ground In-Battle Mechanics
Ground Troops only have one (1) Troop Group, meaning all tiers move and attack together at the beginning of the battle. It may be possible for a Troop Group to separate later in the battle, given specific circumstances.
Ground (In-Battle) Movement Speed & Range
Speed
Tier Published Speed Actual Range
T1-T16 350 units/turn 350 units/turn
Range
Tier Published Range Actual Range
T1-T16 50 units 50 units
Bonuses
Skill Book Published Speed Increase Actual Speed Increase
Level 1 +5% +0%
Level 2 +10% +0%
Level 3 +15% +0%
Level 4 +20% +0%
Maximum Effective Range (MER)
Maximum Effective Range is Speed + Range + Bonus(es).
Ground MER = 350 + 50 + 0 = 400 units.
Ground Troop Priorities
Ground Troops prioritize Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):
Theoretical Priority
Ranged (+20%)
Siege [T-1 to T16] (+10%)
Ground (+0%)
Mounted (-30%)
Actual Attack Order
However, because of speed and range dynamics on the battlefield, Ground Troops are thought to attack Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):
Ground (+0%) - Until all are dead, then move on to Mounted
Mounted (-30%) - Until all are dead, then move on to Ranged
Ranged (+20%) - Until all are dead, then move on to Siege
Siege [T-1 to T16] (+10%) - Until all are dead
Ranged Troops stay back behind their own Mounted and Ground Troops while attacking the enemy Mounted and Ground Troops. Siege Troops stay back behind their own Mounted, Ground and Ranged Troops while attacking the enemy Siege and Ranged Troops. Since Ranged and Siege Troops on booth sides are out of the Effective Range of the enemy Mounted and Ground, the enemy Mounted and Ground will only advance once all the opposing Mounted and Ground Troops are dead.
Mounted In-Battle Mechanics
Mounted Troops only have one (1) Troop Group, meaning all tiers move and attack together at the beginning of the battle. It is possible for a Troop Group to separate later in the battle given specific scenarios.
Mounted Troop Priorities
Mounted Troops prioritize Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):
Theoretical Priority
Ground (+20%)
Mounted (+0%)
Siege [T-1 to T10] (-10%); Siege [T-11 to T16] (+10%)
Ranged (-20%)
Actual Attack Order
However, because of speed and range dynamics on the battlefield, Mounted Troops are thought to attack Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):
Ground (+20%) - Until all are dead, then move on to Mounted
Mounted (+0%) - Until all are dead, then move on to Ranged
Ranged (-20%) - For one (1) turn, then move to Siege
Siege [T-1 to T10] (-10%); Siege [T-11 to T16] (+10%) - Until all are dead, then back to Ranged (if any remain)
Ranged (-20%) - Until all are dead
Essentially, Ranged and Siege Troops stay back behind their own Mounted and Ground Troops while attacking the enemy Mounted and Ground Troops. Since they are out of the effective range of the opponents Mounted and Ground, the enemy Mounted and Ground will only advance once all their own Mounted and Ground Troops are dead.
Mounted (In-Battle) Movement Speed & Range Stats
Tier Published Speed Actual Speed:
T1-T16 600 units/turn 300 units/turn
Tier Published Range Actual Range:
T1-T16 50 units 50 units
Skill Book Published Speed Increase Actual Speed Increase
Level 1 +5% +0%
Level 2 +10% +0%
Level 3 +15% +0%
Level 4 +20% +0%
Maximum Effective Range (MER)
Maximum Effective Range is Speed + Range + Bonus(es).
Mounted MER = 300 + 50 + 0 = 350 units.
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