MxZ MASTER REFERENCE · GUILD KNOWLEDGE BASE

War Encyclopedia

Know the frontline. Build the counter. Lead the rally. MxZ battle knowledge in one place.

01 · Field briefing

Battle in one minute

1Break wallA standing wall hides the troop-front test.
2Test frontSend controlled CAV and RNG probes.
3Counter frontCAV → INF → RNG → CAV.
4Check full compA front read is not the whole army.
5Set exact rallyLeader and fillers preserve the planned ratio.

The safest operational rule: counter the confirmed frontline, then verify the composition and formation matchup. Stats, gear, heroes, familiars, tier mix, wall state and timing can reverse a nominal counter.

02 · Trust model

How to read this encyclopedia

This page preserves the available battle knowledge without pretending every claim is equally certain. Lords Mobile does not publish the complete combat algorithm. Where results differ, the context is shown instead of hiding it.

SYSTEM

Directly visible in game or broadly stable: counter triangle, formations and four squads per troop type.

FIELD TEST

A repeatable result recorded from controlled battles and battle movies.

TRAINING MODEL

A useful simplified calculation—not the hidden server formula.

CONTEXT

A result that changes with formation, stats, wall state or opponent setup.

03 · Battlefield context

Castle attack and Wonder battle are not identical

MechanicCastle attackWonder / fort
WallMay begin standing; every attacker squad targets it first.No castle wall.
Opening fireWhile wall stands, defender ranged and siege can attack; attacker is occupied by wall.Both armies approach and contact normally.
Retarget pressureWall collapse creates a major defender retarget event.No wall-collapse retarget event.
Operational consequenceBreak the wall before frontline testing. Wall state changes casualty patterns.Formation, travel and squad contact dominate the opening.

FIELD TEST Castle trials show the defender retargeting more after wall collapse. One controlled test measured roughly 20% fewer attacker losses with a standing wall; that result is not a constant.

04 · Time elapsed

The battle is a 40-second process—not one instant hit

0sSpawn & select

Formation places the 12 troop squads. Each squad chooses an eligible target; wall overrides normal attacker selection in castle combat.

0–10sTravel & opening

Different troop types close distance differently. Ranged may fire while melee squads move.

10–30sContact & squad losses

Damage lands continuously. A squad stays on one target until destruction or a retarget event.

30–40sLate retarget & result

Destroyed squads expose the next closest targets. The battle ends when its duration/result condition is reached.

TRAINING MODEL The 40 seconds can be studied as four 10-second windows using 50,000 damage per 10 seconds per one million troops, with 2× counter, 1× neutral and 0.5× countered multipliers. This compares setups; it is not the hidden server formula.

40-SECOND TRAINING MODEL

Damage and elapsed-time calculator

Neutral target (1×)

Use this to understand accumulation across time windows. It is an editable training model, not IGG’s hidden damage formula.

10s elapsed50,000
20s elapsed100,000
30s elapsed150,000
40s elapsed200,000
Cumulative model damage = base per 10s × troop scale × counter multiplier × elapsed windows
05 · Army construction

Troops become squads before they become a battle line

  1. Four squads per troop type. Infantry, ranged, cavalry and siege each form up to four squads.
  2. Tiers distribute across those squads. Tiers divide evenly; within a squad, lower tiers take losses first.
  3. Squad strength is pooled. A useful reading model is troop count × tier strength × relevant stats. A larger squad is not automatically stronger if its tier or stats are much lower.
  4. One hero joins one squad. A troop-type hero attaches to an eligible squad and may affect that squad’s position.
  5. Squads operate independently. One squad attacks one enemy squad at a time, while several squads may focus the same target.
  6. Empty/minuscule types still affect geometry. Buffers can create squads and alter travel/target order even when they contribute little lasting damage.
YOUR REARSiege ×4RNG ×4INF ×4CAV ×4YOUR FRONT
CONTACT
LINE
ENEMY FRONTCAV ×4INF ×4RNG ×4Siege ×4ENEMY REAR

FORMATION MAP This small diagram explains opposing direction. Use the formation lab for the four-squad coordinates of all six in-game layouts.

06 · Placement

Formations decide who starts in front—and who can be reached next

FormationOpening frontShape effectCore use
Infantry PhalanxINFINF straight front; CAV splits 2+2; RNG rear column.Present INF; preserve RNG/CAV behind.
Ranged PhalanxRNGRNG straight front; INF splits 2+2; CAV rear column.Present RNG; common mixed-rally formation.
Cavalry PhalanxCAVCAV straight front; RNG splits 2+2; INF rear column.Present CAV; risky into RNG-heavy damage.
Infantry WedgeINF centreINF central 2×2; RNG top/bottom split; CAV rear.Required by the 055 design.
Ranged WedgeRNG centreRNG central 2×2; CAV top/bottom split; INF rear.Core 208 setup.
Cavalry WedgeCAV centreCAV central 2×2; INF top/bottom split; RNG rear.Specialized and wall-test contexts.
Formation-counter cycleInfantry Phalanx beats Cavalry Phalanx → Cavalry Phalanx beats Ranged Phalanx → Ranged Phalanx beats Infantry Phalanx.This is formation interaction, not the troop counter triangle. Both operate at once.
See the exact four-squad in-game layouts and step-through retarget view →
07 · Core mechanic

Targeting and retargeting

1 · Acquire

At battle start—or after a retarget event—a squad generally selects the closest eligible enemy squad.

2 · Lock

It attacks only that squad. Other friendly squads may also focus the same enemy.

3 · Destroy / event

The target squad dies, melee contact forces a ranged response, or a wall-collapse event creates a new selection.

4 · Retarget

Only the affected squad chooses again from its current position; all surviving squads do not automatically reset together.

The important word is closest, not “best counter.” A squad’s location, travel, wedge/phalanx shape, hero placement and which squads have already died determine the next target. This is why the same ratio can behave differently in another formation.

Do not teach this as fixed lane-to-lane combat.There are four independent squads per troop type. Upper and lower squads can lock different targets because each measures from its own position. Siege also follows special priorities during wall combat.

MOVIE CHECK The battle movie is the best place to verify target paths and hero offsets. The numeric report proves troop totals and losses; it does not by itself prove which squad selected which target.

08 · Castle opening

How a standing wall changes targeting

Wall alive

Every attacking squad targets the wall. Defender melee waits behind it; defender ranged and siege can fire.

Wall falls

Attacker squads leave the wall target. Defender squads perform a proximity-based target selection.

Post-wall

Normal locks begin. Tests show defender ranged can move from opposite targets toward the outer attacker INF squads.

FIELD TEST Defender siege prioritizes attacker ranged, then attacker siege. Other defender squads choose closest targets at wall collapse. The outer-INF result is a tested pattern, not guaranteed for every formation.

09 · Anti-scout procedure

Fast frontline test: two probes, one lookup

Probe A · Cavalry

Formation: Ranged Phalanx

30,000 T4 CAV + 19,862 T2 CAV, then 69 T2 INF + 69 T2 RNG. Total: 50,000.

Probe B · Ranged

Formation: Cavalry Wedge

30,000 T4 RNG + 19,862 T2 RNG, then 69 T2 INF + 69 T2 CAV. Total: 50,000.

  1. Confirm the wall is already broken. If not, use the wall-break battalion below.
  2. Record the last digits of your own kill count.
  3. Send Cavalry Probe A, record gained kills; immediately send Ranged Probe B and record again.
  4. Interpret the relative signature. Do not rely on one unexplained number.
CAV probeRNG probeLikely frontDirect troop counter
>40k / clearly high<10k / lowInfantrySend Cavalry
~0–5k~30k / registersRangedSend Infantry
~10k>50k / much higherCavalrySend Ranged
Both unclearBoth unclearNo reliable readRepeat; check wall/setup

FIELD TEST These bands belong to the exact tiered 50k presets above. Stats, healing, target composition and timing can still move the numbers, so compare both probes. Do not reuse these bands with the old 2,000-troop shortcut.

Open the interactive frontline test and result reader →
10 · Exact preset

100,000-troop wall-break battalion

60,000T3 Destroyer / siege
10,000T2 Infantry
10,000T2 Ranged
10,000T2 Cavalry
10,000T1 Catapult / siege
Formation

Cavalry Wedge

Heroes

Four siege heroes. If unavailable: three siege heroes plus two Army heroes.

Familiars

No damage familiars. Never use Pact 5 “largest squad” damage during the test chain.

  1. Save the exact 100k preset as a battalion before approaching the target.
  2. Send it only to remove the wall; verify the wall is down.
  3. Wait for the wall-break march/report to resolve so damage does not contaminate probe readings.
  4. Run the CAV and RNG frontline probes back-to-back.
Why the mixed 30k non-siege buffer?This guild preset is designed as a reproducible test march, not the theoretical maximum wall-damage blast. Preserve it exactly when comparing results.
11 · Codebook

How composition codes work

Each digit means 10,000 troops in the base battalion, read Infantry / Ranged / Cavalry. 965 is 90k INF, 60k RNG and 50k CAV. 14-3-3 is 140k INF, 30k RNG and 30k CAV. These are counts—not percentages. Scale every number together for a larger march.

CodeINF / RNG / CAV countsCodeINF / RNG / CAV counts
95690 / 50 / 60k99290 / 90 / 20k
96590 / 60 / 50k76770 / 60 / 70k
94790 / 40 / 70k73070 / 30 / 0k
97490 / 70 / 40k20820 / 0 / 80k
86680 / 60 / 60k0550 / 50 / 50k
85780 / 50 / 70k14-3-3140 / 30 / 30k
87580 / 70 / 50k15-0-5150 / 0 / 50k
74970 / 40 / 90k7-11-270 / 110 / 20k
79470 / 90 / 40k10-2-8100 / 20 / 80k
66860 / 60 / 80k3-6-1130 / 60 / 110k
65960 / 50 / 90k10-8-2100 / 80 / 20k
56950 / 60 / 90k80280 / 0 / 20k
44240 / 40 / 20k12-4-4120 / 40 / 40k
42440 / 20 / 40k13-4-3130 / 40 / 30k
43340 / 30 / 30kk

Families and operating idea

424 family

INF/CAV damage with lower RNG. Includes 659, 668, 749, 857 and 569 variants. Formation and hero split change the matchup.

442 family

INF/RNG-heavy with lower CAV: 442, 433, 992, 965, 974, 875 and 767.

208

20k INF, 0 RNG and 80k CAV. Ranged Wedge geometry protects INF while the forward CAV squads penetrate a ranged front.

055

0/50k/50k RNG/CAV plus a controlled INF buffer. Requires Infantry Wedge, four RNG heroes and one CAV hero.

INF walls

802, 12-4-4, 13-4-3, 14-3-3 and 15-0-5 concentrate INF or remove RNG. The code does not reveal the live frontline by itself.

RNG/CAV extremes

7-11-2, 10-8-2, 10-2-8 and 3-6-11 preserve a preferred damage pair or maximize one rear damage type.

12 · Tested matchups

Composition against composition

Read this as a target shortlist—not a guaranteed win chart. The formation abbreviation belongs to the attacker.

Your compUseFavorable targetsAvoid / higher risk
659RP668, 866, 569; targets with roughly 1–1.3m RNGA wrong frontline read can reverse every line.
659CP659, 569, 208 when enemy RNG is under ~900k
659IP992, 7-11-2, 550; enemy CAV below ~800k
7-11-2RP659, 569, 668, 7-11-2, 208, 055Likely loses to 866/965 in CP; 974/875/992/550 in IP
10-2-8CP659, 569, 668, 875, 866, 208Check 992 / 7-11-2 / 550 / 055 before using IP
3-6-11RP or CPRP: 659/569/668/055; CP: 866/875/992/7-11-2/208550 called out against its IP line
10-8-2RP659, 569, 668, 7-11-2, 992, 055, 866, 208IP line tested into 875/14-3-3/802/550
208RW433, many 424s in ranged front, 14-3-3992, 7-11-2; 442 ranged wedge; stronger/misaligned 424
055IW433, 424 variants, 208, 14-3-3442, 992, 7-11-2
14-3-3IP433, 992, 442, 767208, 055 and some 424s in CP

FIELD COUNTERS These are practical counter calls, but formation and stats remain part of every matchup. Confirm results in reports before making a new counter an automatic guild call.

13 · Damage assignment

Choose heroes and familiars by job, not by code alone

First label each troop type as main damage, secondary damage, front/absorber or tiny buffer. Then spend hero and familiar slots where they remain alive long enough to work.

Main damage

Usually two hero slots and the strongest relevant attack/stack familiar package.

Secondary damage

Usually one or two heroes plus a damage familiar if its squad survives.

Absorbing front

Prioritize shield/HP and survival. One matching hero may support the front even if it is not the top damage type.

Tiny buffer

Do not waste a hero or damage familiar on a squad intended only to influence contact/targeting.

Example: INF + RNG deal damage; CAV absorbs

Start from 2 INF heroes + 2 RNG heroes + 1 CAV/support hero. Familiar logic: INF damage, RNG damage, an Army/utility slot, and a CAV shield/survival familiar. Adjust for the actual lead’s paid/F2P roster and which troop remains alive.

Named setup examples

Comp / roleHeroesFormationFamiliars
659 · no 11K heroesBerserker (INF), Songstress of the Sea + Dream Witch (RNG), Lore Weaver + Rose Knight (CAV/Army)Choose RP or CP from the confirmed frontJade Wyrm, Bon Appeti, Frostwing, Saberfang, Hell Drider
659 · with 11KDark Magister occupies the 11K Ranged slot; keep the other troop jobs alignedChoose RP or CP from the confirmed frontSame job logic; change only for a tested target
055 attack4 RNG jobs + 1 CAV heroInfantry WedgeBlackwing, Queen Bee, Gargantua, Saberfang, Trickstar
208 attackCAV/Army damage jobs plus one INF/Army support job; no RNG hero is assigned to the empty lineRanged WedgeGargantua, Frostwing, Saberfang, Goblin, Jade Wyrm
Front testProbe troops—not heroes—create the readRP for CAV probe / CW for RNG probeNo damage familiars

CONTEXT SWITCH Pact 5 “largest squad” damage can be valuable in real combat but contaminates frontline test kill counts. “Never use” applies to the test procedure, not every battle.

14 · Rally leadership

The final rally—not one march—is the composition

The leader’s troop march joins all filler marches. Therefore the final ratio is the weighted sum of every participant. A leader sending a pure type into ratio-based filler instructions shifts the entire rally and may break its targeting logic.

Final INF% = total INF from leader + fillers ÷ total rally troops
MethodWhen it worksRisk
Leader and every filler send exact ratioSafest default; final comp stays planned.Rounding and late partial fills only.
Leader sends a designed correction marchAdvanced lead calculates live totals and closes a known deficit.Requires accurate fill counts.
Leader sends one pure troop typeOnly when the final total was designed around it.Can turn 442 into an INF-heavy result, expose the wrong front and misassign heroes/familiars.
Leader checklist before launchFinal troop totals · formation · leader hero squads · familiar triggers · gear/talents · wall state · tested front · carpet timing · recall plan.
Calculate the leader’s pooled impact before launch →
15 · Saved presets

T4/T5 battalion numbers

Choose a composition share, multiply by march size, then split each troop type by tier. The tables below give exact 442 examples; the same formula works for every ratio in the codebook.

TotalTier splitT5 INF / RNG / CAVT4 INF / RNG / CAV
100k60/4024k / 24k / 12k16k / 16k / 8k
125k60/4030k / 30k / 15k20k / 20k / 10k
200k60/4048k / 48k / 24k32k / 32k / 16k
300k60/4072k / 72k / 36k48k / 48k / 24k
100k80/2032k / 32k / 16k8k / 8k / 4k
200k80/2064k / 64k / 32k16k / 16k / 8k
300k80/2096k / 96k / 48k24k / 24k / 12k
Troop-type T5 = total march × composition share × T5 share · T4 = total march × composition share × T4 share

BATTALION STANDARD Matching 100k, 125k, 200k and 300k presets can be calculated for every base-count code at 60/40 or 80/20 T5/T4.

Build any composition, total size and T4/T5 split →
16 · Castle defence

Defensive operating recommendations

  • Know whether your wall is standing; it changes the opening and retarget event.
  • A broken own wall with Ranged Phalanx is the preferred cap/insurance pattern from castle testing.
  • If breaking the wall is not possible, use Ranged Wedge as the fallback.
  • Change formation when time permits, using the incoming troop/formation read—not a permanent default.
  • Avoid CAV-front mixed defence unless the attacker has very little ranged damage.
  • Never sit CAV front into a heavily carpeted mixed rally.
  • Review the battle movie and report together. The movie explains squad paths; the report explains totals and losses.

FIELD RECOMMENDATION These are practical mixed-rally and castle conclusions, not a published server rule.

17 · Audit trail

Conflicts, uncertainty and limits

Front test numbers

Kill bands are approximate. Compare the CAV and RNG probe results instead of trusting one number.

Damage familiars

Useful in real combat, but excluded from a frontline test because extra kills falsify the read.

Wall advantage

A wall can change attacker losses and retarget timing, but there is no universal wall multiplier.

40-second calculation

The 50k-per-10s and 2×/1×/0.5× equation is a training model, not the server formula.

Counter calls

A composition can win in one formation and lose in another. No code is an automatic result.

Hero/familiar availability

Named premium setups must be translated by role when a leader does not own or max every listed unit.

18 · Language

Glossary

Front / frontline
The troop type placed closest to the enemy at the opening.
Phalanx
A formation with one troop type arranged as a broad front.
Wedge
A split/point formation that changes first contact and proximity.
Buffer
A small troop amount used to absorb loss or alter squad geometry.
Retarget
Choosing a new enemy squad after target destruction or a battle event.
Blast
A rally concentrated in one troop type.
Mixed rally
A rally containing meaningful INF, RNG and CAV shares.
Carpet
Speeding an active rally/march with many speed-ups.
RP / IP / CP
Ranged / Infantry / Cavalry Phalanx.
RW / IW / CW
Ranged / Infantry / Cavalry Wedge.
19 · Hero registry

Heroes by name and troop class

Search the hero roster by name or filter by Infantry, Ranged, Cavalry, Siege or Army role.

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Barbarian portrait

Barbarian

Cavalry battle hero

Berserker portrait

Berserker

Infantry battle hero

Black Crow portrait

Black Crow

Ranged battle hero

Bombin' Goblin portrait

Bombin' Goblin

Ranged battle hero

Boommeister portrait

Boommeister

Ranged battle hero

Chaos Dragon portrait

Chaos Dragon

Army battle hero

Child of Light portrait

Child of Light

Cavalry battle hero

Chronicler portrait

Chronicler

Army battle hero

Cursed Hunter portrait

Cursed Hunter

Infantry battle hero

Dark Follower portrait

Dark Follower

Siege battle hero

Dark Magister portrait

Dark Magister

Ranged battle hero

Death Archer portrait

Death Archer

Ranged battle hero

Death Knight portrait

Death Knight

Cavalry battle hero

Demon Slayer portrait

Demon Slayer

Infantry battle hero

Don Guapo portrait

Don Guapo

Cavalry battle hero

Dream Witch portrait

Dream Witch

Ranged battle hero

Elementalist portrait

Elementalist

Siege battle hero

Ethereal Guide portrait

Ethereal Guide

Ranged battle hero

Femme Fatale portrait

Femme Fatale

Infantry battle hero

Flower Maiden portrait

Flower Maiden

Infantry battle hero

Grim Wolf portrait

Grim Wolf

Infantry battle hero

Grove Guardian portrait

Grove Guardian

Ranged battle hero

Holy Sword portrait

Holy Sword

Infantry battle hero

Incinerator portrait

Incinerator

Siege battle hero

Lightweaver portrait

Lightweaver

Infantry battle hero

Lore Weaver portrait

Lore Weaver

Cavalry battle hero

Magmaroid portrait

Magmaroid

Infantry battle hero

Mastercook portrait

Mastercook

Ranged battle hero

Necroduke portrait

Necroduke

Army battle hero

Night Raven portrait

Night Raven

Cavalry battle hero

Oath Keeper portrait

Oath Keeper

Infantry battle hero

Oracle portrait

Oracle

Ranged battle hero

Pegasus portrait

Pegasus

Infantry battle hero

Petite Devil portrait

Petite Devil

Ranged battle hero

Prima Donna portrait

Prima Donna

Siege battle hero

Prince of Thieves portrait

Prince of Thieves

Infantry battle hero

Rose Knight portrait

Rose Knight

Cavalry battle hero

Sage of Storms portrait

Sage of Storms

Cavalry battle hero

Sand Sage portrait

Sand Sage

Ranged battle hero

Scarlet Bolt portrait

Scarlet Bolt

Infantry battle hero

Sea Squire portrait

Sea Squire

Infantry battle hero

Shade portrait

Shade

Infantry battle hero

Shape Shifter portrait

Shape Shifter

Cavalry battle hero

Shield Maiden portrait

Shield Maiden

Infantry battle hero

Snail Princess portrait

Snail Princess

Ranged battle hero

Snow Queen portrait

Snow Queen

Ranged battle hero

Songstress of the Sea portrait

Songstress of the Sea

Ranged battle hero

Soul Forger portrait

Soul Forger

Infantry battle hero

Steambot portrait

Steambot

Cavalry battle hero

Stellina Unicorno portrait

Stellina Unicorno

Cavalry battle hero

Storm Fox portrait

Storm Fox

Cavalry battle hero

The Big Guy portrait

The Big Guy

Infantry battle hero

Tracker portrait

Tracker

Ranged battle hero

Trickster portrait

Trickster

Ranged battle hero

Twilight Priestess portrait

Twilight Priestess

Infantry battle hero

Vengeful Centaur portrait

Vengeful Centaur

Cavalry battle hero

Wandering Alchemist portrait

Wandering Alchemist

Ranged battle hero

Watcher portrait

Watcher

Infantry battle hero

Wave Crasher portrait

Wave Crasher

Cavalry battle hero

Witch Doll portrait

Witch Doll

Cavalry battle hero

20 · Premium familiar package

All seven Pact 5 familiars

Pact 5 contains seven familiars acquired through special bundles and events. Six are troop-damage familiars arranged as an Infantry, Ranged and Cavalry pair. Jade Wyrm is the seventh and has a defensive counter talent instead of a troop-killing talent.

Troop jobEarly burst · 4% total lossesRepeated burst · 8% total losses
InfantryBon AppetiHuey Hops
RangedBlackwingQueen Bee
CavalryGargantuaFrostwing
Defensive counterJade Wyrm reduces damage inflicted after 4% of your total troops fall.
Where the six damage talents must not be usedLeave them out of frontline probes because extra kills corrupt the read. Their troop-killing battle talents are also unavailable in Dragon Arena. Jade Wyrm is listed separately because its talent reduces damage rather than killing troops.
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Blackwing portrait

Blackwing

Pact 5 familiar

Battle talent
Deals damage to the largest enemy squad based on initial Ranged ATK, when 4% of your troops have fallen
Elder skill
Your invading troops will automatically kill enemy wounded troops, including Allied and Garrisoned troops (Requires Skillstones)
Adult skill
Army HP
Hatchling
Army ATK
Bon Appeti portrait

Bon Appeti

Pact 5 familiar

Battle talent
Deals damage to the largest enemy squad based on initial Infantry ATK, when 4% of your troops have fallen
Elder skill
Destroys resource in an enemy's Turf (Requires Skillstones)
Adult skill
Coalition Army ATK
Hatchling
Infantry ATK
Frostwing portrait

Frostwing

Pact 5 familiar

Battle talent
Deals damage multiple times to your largest enemy squad, based on your initial Cavalry ATK when 8% of your troops have fallen
Elder skill
Increases enemy Travel Time (does not affect currently moving troops) (Requires Skillstones)
Adult skill
Army ATK
Hatchling
Infantry DEF
Gargantua portrait

Gargantua

Pact 5 familiar

Battle talent
Deals damage to the largest enemy squad based on initial Cavalry ATK, when 4% of your troops have fallen
Elder skill
Extends Guild Fest quest duration. Only affects claimed or expired quests
Adult skill
Cavalry ATK
Hatchling
Cavalry DEF
Huey Hops portrait

Huey Hops

Pact 5 familiar

Battle talent
Deals damage multiple times to your largest enemy squad, based on your initial Infantry ATK when 8% of your troops have fallen
Elder skill
Temporarily allows your Leader to escape if captured in battle (Requires Skillstones)
Adult skill
Army HP
Hatchling
Ranged DEF
Jade Wyrm portrait

Jade Wyrm

Pact 5 familiar

Battle talent
Reduces damage inflicted by 9% when 4% of your troops have fallen
Elder skill
Cavalry-Infantry Counter Boost
Adult skill
Ranged-Cavalry Counter Boost
Hatchling
Infantry-Ranged Counter Boost
Queen Bee portrait

Queen Bee

Pact 5 familiar

Battle talent
Deals damage multiple times to your largest enemy squad, based on your initial Ranged ATK when 8% of your troops have fallen
Elder skill
Sends troops of random tier in an enemy's Barrack to their Infirmary, and temporarily reduces their Army ATK (Requires Skillstones)
Adult skill
Ranged ATK
Hatchling
Cavalry HP
21 · Familiar registry

Familiars by pact, skills and battle talent

Search every familiar by name, pact or skill. The battle talent is the field-relevant effect; hatchling, adult and elder skills are included so similar-looking familiars can be checked without guessing.

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Aquiris portrait

Aquiris

Pact 1B familiar

Battle talent
Army HP Debuff
Elder skill
N/A
Adult skill
Grants STA
Hatchling
Anima Production
Beastmaster portrait

Beastmaster

Pact 1B familiar

Battle talent
Cavalry DEF Debuff
Elder skill
N/A
Adult skill
N/A
Hatchling
Supply Troops Travel Speed
Blackwing portrait

Blackwing

Pact 5 familiar

Battle talent
Deals damage to the largest enemy squad based on initial Ranged ATK, when 4% of your troops have fallen
Elder skill
Your invading troops will automatically kill enemy wounded troops, including Allied and Garrisoned troops (Requires Skillstones)
Adult skill
Army HP
Hatchling
Army ATK
Bon Appeti portrait

Bon Appeti

Pact 5 familiar

Battle talent
Deals damage to the largest enemy squad based on initial Infantry ATK, when 4% of your troops have fallen
Elder skill
Destroys resource in an enemy's Turf (Requires Skillstones)
Adult skill
Coalition Army ATK
Hatchling
Infantry ATK
Bonehead portrait

Bonehead

Pact 2B familiar

Battle talent
Temporarily increases Infantry DEF when 10% of your Infantry troops fall
Elder skill
N/A
Adult skill
Grants Colosseum entries
Hatchling
Max Anima Storage
Bouldur portrait

Bouldur

Pact 2B familiar

Battle talent
Temporarily increases Cavalry DEF when 10% of your Cavalry troops fall
Elder skill
N/A
Adult skill
Maxes Help Bar for ongoing Construction
Hatchling
Stone Production
Engineer portrait

Engineer

Pact 1A familiar

Battle talent
Infantry ATK
Elder skill
N/A
Adult skill
N/A
Hatchling
Ore Production
Evil Weevil portrait

Evil Weevil

Pact 2A familiar

Battle talent
Army Max HP
Elder skill
N/A
Adult skill
Grants 4 hours worth of Resource
Hatchling
Food Production
Frostwing portrait

Frostwing

Pact 5 familiar

Battle talent
Deals damage multiple times to your largest enemy squad, based on your initial Cavalry ATK when 8% of your troops have fallen
Elder skill
Increases enemy Travel Time (does not affect currently moving troops) (Requires Skillstones)
Adult skill
Army ATK
Hatchling
Infantry DEF
Gargantua portrait

Gargantua

Pact 5 familiar

Battle talent
Deals damage to the largest enemy squad based on initial Cavalry ATK, when 4% of your troops have fallen
Elder skill
Extends Guild Fest quest duration. Only affects claimed or expired quests
Adult skill
Cavalry ATK
Hatchling
Cavalry DEF
Gemming Gremlin portrait

Gemming Gremlin

Pact 3 familiar

Battle talent
Increases Infantry ATK when 10% of your Infantry troops fall; this effect can stack
Elder skill
Grants Gems
Adult skill
Gem Lode Gathering Speed
Hatchling
Construction Speed
Gnome portrait

Gnome

Pact 1B familiar

Battle talent
Ranged ATK
Elder skill
N/A
Adult skill
N/A
Hatchling
Gold Production
Goblin portrait

Goblin

Pact 3 familiar

Battle talent
Increases Cavalry ATK when 10% of your Cavalry troops fall; this effect can stack
Elder skill
Grants Gold
Adult skill
Gold Production
Hatchling
Gathering Speed
Grim Reaper portrait

Grim Reaper

Pact 4 familiar

Battle talent
N/A
Elder skill
Kills highest tier enemy troops in Barrack (Requires Skillstones)
Adult skill
Ranged HP
Hatchling
Travel Speed
Gryphon portrait

Gryphon

Pact 3 familiar

Battle talent
Temporarily increases Army ATK when 10% of your troops fall
Elder skill
Recalls all troops outside Turf within a certain time frame (Requires Skillstones)
Adult skill
Training Speed
Hatchling
Max Allied Army Size
Harpy portrait

Harpy

Pact 2B familiar

Battle talent
Temporarily increases Infantry HP when 10% of your Infantry troops fall
Elder skill
N/A
Adult skill
Grants random VIP items
Hatchling
Shelter Capacity
Hell Drider portrait

Hell Drider

Pact 4 familiar

Battle talent
Petrifies one of the largest enemy squads for 11 sec when 7% of your troops have fallen
Elder skill
Grants random troops from the highest tier available to you (T1 to T4 only)
Adult skill
Leader Escape Chance
Hatchling
Infantry HP
Hoarder portrait

Hoarder

Pact 4 familiar

Battle talent
Summons a shield that protects your Infantry troops from a killing blow when 12% of your Infantry troops have fallen
Elder skill
Grants random Jewels
Adult skill
Merging Speed (Skillstones)
Hatchling
Treasure Trove Max Deposit
Huey Hops portrait

Huey Hops

Pact 5 familiar

Battle talent
Deals damage multiple times to your largest enemy squad, based on your initial Infantry ATK when 8% of your troops have fallen
Elder skill
Temporarily allows your Leader to escape if captured in battle (Requires Skillstones)
Adult skill
Army HP
Hatchling
Ranged DEF
Jade Wyrm portrait

Jade Wyrm

Pact 5 familiar

Battle talent
Reduces damage inflicted by 9% when 4% of your troops have fallen
Elder skill
Cavalry-Infantry Counter Boost
Adult skill
Ranged-Cavalry Counter Boost
Hatchling
Infantry-Ranged Counter Boost
Jaziek portrait

Jaziek

Pact 1A familiar

Battle talent
Cavalry HP Debuff
Elder skill
N/A
Adult skill
N/A
Hatchling
Vault Storage
Krabby portrait

Krabby

Pact 2B familiar

Battle talent
Army DEF
Elder skill
N/A
Adult skill
Player EXP Boost
Hatchling
Ore Production
Magmalord portrait

Magmalord

Pact 1A familiar

Battle talent
Ranged HP Debuff
Elder skill
N/A
Adult skill
N/A
Hatchling
Stone Production
Magus portrait

Magus

Pact 3 familiar

Battle talent
Increases Ranged ATK by 60%, and Ranged Max HP by 60% for 15 seconds when 5% of your Ranged troops fall
Elder skill
Maxes Help Bar for ongoing Research
Adult skill
Altar Stat Boost Duration
Hatchling
Pact Merging
Mecha Trojan portrait

Mecha Trojan

Pact 4 familiar

Battle talent
N/A
Elder skill
Temporarily increases Max Coalition Army Size (Requires Skillstones)
Adult skill
Army DEF (Battle Fury)
Hatchling
Cavalry HP
Mega Maggot portrait

Mega Maggot

Pact 4 familiar

Battle talent
Temporarily stuns all enemy Heroes when 12% of your troops fall
Elder skill
Temporarily reduces enemy's Resource Production (Requires Skillstones)
Adult skill
Infantry DEF
Hatchling
Barrack Capacity
Mole Shaman portrait

Mole Shaman

Pact 3 familiar

Battle talent
Increases Infantry ATK by 60%, and Infantry Max HP by 60% for 15 seconds when 5% of your Infantry troops fall
Elder skill
Repairs Wall HP
Adult skill
Infantry ATK
Hatchling
Infirmary Capacity
Noceros portrait

Noceros

Pact 3 familiar

Battle talent
Increases Cavalry ATK by 60%, and Cavalry Max HP by 60% for 15 seconds when 5% of your Cavalry troops fall
Elder skill
Instantly completes ongoing Gathering (does not apply to gem lodes, and does not grant event points)
Adult skill
Cavalry ATK
Hatchling
Army Capacity
Oakroot portrait

Oakroot

Pact 1A familiar

Battle talent
Infantry DEF Debuff
Elder skill
N/A
Adult skill
N/A
Hatchling
Timber Production
Pyris portrait

Pyris

Pact 2B familiar

Battle talent
Temporarily boosts Heroes' Tactics Skills, increasing Squad ATK dealt as DMG to enemy troops
Elder skill
Kills lowest tier enemy troops in Barrack (Requires Skillstones)
Adult skill
Reduces Transmutation Time
Hatchling
Excess Supplies
Queen Bee portrait

Queen Bee

Pact 5 familiar

Battle talent
Deals damage multiple times to your largest enemy squad, based on your initial Ranged ATK when 8% of your troops have fallen
Elder skill
Sends troops of random tier in an enemy's Barrack to their Infirmary, and temporarily reduces their Army ATK (Requires Skillstones)
Adult skill
Ranged ATK
Hatchling
Cavalry HP
Saberfang portrait

Saberfang

Pact 4 familiar

Battle talent
Summons a shield that protects your Cavalry troops from a killing blow when 12% of your Cavalry troops have fallen
Elder skill
Temporarily adds Hunts in a Row to the next monster you hunt; will not exceed current Hunts in a Row limit
Adult skill
Cavalry DEF
Hatchling
Monster Hunt Travel Speed
Snow Beast portrait

Snow Beast

Pact 4 familiar

Battle talent
Summons a shield that protects your Ranged troops from a killing blow when 12% of your Ranged troops have fallen
Elder skill
Temporarily increases Supply Capacity
Adult skill
Ranged DEF
Hatchling
Darknest Coalition Travel Speed
Sorcerer portrait

Sorcerer

Pact 2A familiar

Battle talent
Temporarily increases Ranged HP when 10% of your Ranged troops fall
Elder skill
N/A
Adult skill
Instantly completes ongoing Transmutation
Hatchling
Allied Troops Travel Speed
Strix portrait

Strix

Pact 2A familiar

Battle talent
Temporarily increases Cavalry HP when 10% of your Cavalry troops fall
Elder skill
N/A
Adult skill
Reduces Execution Wait Time
Hatchling
Infirmary Healing Speed
Tempestite portrait

Tempestite

Pact 2A familiar

Battle talent
Temporarily stuns your enemy's largest Squad when 10% of your troops fall
Elder skill
Grants random T1 troops
Adult skill
Energy Regain Speed
Hatchling
Wall DEF
Terraspike portrait

Terraspike

Pact 1B familiar

Battle talent
Infantry HP Debuff
Elder skill
N/A
Adult skill
N/A
Hatchling
Food Production
Territe portrait

Territe

Pact 1A familiar

Battle talent
Army DEF Debuff
Elder skill
N/A
Adult skill
Grants Fragments
Hatchling
Pact Merging Speed
Tidal Titan portrait

Tidal Titan

Pact 4 familiar

Battle talent
N/A
Elder skill
Randomly relocates an enemy Turf after a successful attack (Requires Skillstones)
Adult skill
Army DEF
Hatchling
Infantry HP
Totempest portrait

Totempest

Pact 2A familiar

Battle talent
Temporarily increases Ranged DEF when 10% of your Ranged troops fall
Elder skill
N/A
Adult skill
Instantly restocks the Cargo Ship
Hatchling
Timber Production
Trickstar portrait

Trickstar

Pact 3 familiar

Battle talent
Increases Ranged ATK when 10% of your Ranged troops fall; this effect can stack
Elder skill
Grants Holy Star items
Adult skill
Ranged ATK
Hatchling
Research Speed
Yeti portrait

Yeti

Pact 1B familiar

Battle talent
Cavalry ATK
Elder skill
N/A
Adult skill
N/A
Hatchling
Gathering Troops Travel Speed
22 · Event operations

Dragon Arena registration and battle flow

An R4 or R5 registers the guild during the 24-hour registration window and chooses a preferred time slot. The assigned slot can differ, so the guild mail—not the initial selection—is the final call. Players must remain in the registered guild and pass the entry checklist before joining.

1RegisterR4/R5 selects one of eight preferred slots.
2ConfirmRead the assigned slot from guild mail.
3PrepareClear wounded troops, traps, wall and Battle Fury blockers.
4OpenUse the first five minutes to organize lanes.
5RouteHold strongholds and deliver Caravans.
Open the Dragon Arena guide →
23 · Quick reference

Battle job index

NameUse in these setupsSelection rule
Berserker659 INF/Army lineSupports the infantry contribution while remaining useful to the army.
Rose Knight659 Cavalry Phalanx attackUsed when CAV is pushed into an enemy ranged front.
Storm Fox659 Ranged Phalanx and defenceReplaces Rose Knight when the lineup needs the ranged-side job.
Songstress of the Sea659 attack and defenceCore Army support slot.
Dream Witch659 attack and defenceCore Army support slot.
Lore Weaver659 attack and defenceCore Army support/survival slot.
Incinerator, Dark Follower, Prima Donna, ElementalistWall-break hero optionsUse four siege-capable heroes; if short, complete with Army heroes.

Familiars

NameBattle jobTrigger/use
Jade WyrmEnemy damage reductionActivates after 4% of your total troops fall.
SaberfangCavalry killing-blow shieldActivates after 12% of your Cavalry fall.
HoarderInfantry killing-blow shieldActivates after 12% of your Infantry fall.
Snow BeastRanged killing-blow shieldActivates after 12% of your Ranged troops fall.
Hell DriderPetrifies one largest enemy squadControl trigger after 7% of your total troops fall.
Bon Appeti / Blackwing / GargantuaINF / RNG / CAV largest-squad burstEach scales from its matching initial troop ATK and triggers after 4% total losses.
Huey Hops / Queen Bee / FrostwingRepeated INF / RNG / CAV largest-squad damageEach triggers after 8% total losses.
Gemming Gremlin / Trickstar / GoblinStacking INF / RNG / CAV ATKBegins after 10% of the matching troop type falls.
MxZ War Academy · Built for rally leads and fillers