MxZ MASTER REFERENCE · GUILD KNOWLEDGE BASE
War Encyclopedia
Know the frontline. Build the counter. Lead the rally. MxZ battle knowledge in one place.
Battle in one minute
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.
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.
Directly visible in game or broadly stable: counter triangle, formations and four squads per troop type.
A repeatable result recorded from controlled battles and battle movies.
A useful simplified calculation—not the hidden server formula.
A result that changes with formation, stats, wall state or opponent setup.
Castle attack and Wonder battle are not identical
| Mechanic | Castle attack | Wonder / fort |
|---|---|---|
| Wall | May begin standing; every attacker squad targets it first. | No castle wall. |
| Opening fire | While wall stands, defender ranged and siege can attack; attacker is occupied by wall. | Both armies approach and contact normally. |
| Retarget pressure | Wall collapse creates a major defender retarget event. | No wall-collapse retarget event. |
| Operational consequence | Break 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.
The battle is a 40-second process—not one instant hit
Formation places the 12 troop squads. Each squad chooses an eligible target; wall overrides normal attacker selection in castle combat.
Different troop types close distance differently. Ranged may fire while melee squads move.
Damage lands continuously. A squad stays on one target until destruction or a retarget event.
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.
Damage and elapsed-time calculator
Use this to understand accumulation across time windows. It is an editable training model, not IGG’s hidden damage formula.
Troops become squads before they become a battle line
- Four squads per troop type. Infantry, ranged, cavalry and siege each form up to four squads.
- Tiers distribute across those squads. Tiers divide evenly; within a squad, lower tiers take losses first.
- 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.
- One hero joins one squad. A troop-type hero attaches to an eligible squad and may affect that squad’s position.
- Squads operate independently. One squad attacks one enemy squad at a time, while several squads may focus the same target.
- Empty/minuscule types still affect geometry. Buffers can create squads and alter travel/target order even when they contribute little lasting damage.
LINE
FORMATION MAP This small diagram explains opposing direction. Use the formation lab for the four-squad coordinates of all six in-game layouts.
Formations decide who starts in front—and who can be reached next
| Formation | Opening front | Shape effect | Core use |
|---|---|---|---|
| Infantry Phalanx | INF | INF straight front; CAV splits 2+2; RNG rear column. | Present INF; preserve RNG/CAV behind. |
| Ranged Phalanx | RNG | RNG straight front; INF splits 2+2; CAV rear column. | Present RNG; common mixed-rally formation. |
| Cavalry Phalanx | CAV | CAV straight front; RNG splits 2+2; INF rear column. | Present CAV; risky into RNG-heavy damage. |
| Infantry Wedge | INF centre | INF central 2×2; RNG top/bottom split; CAV rear. | Required by the 055 design. |
| Ranged Wedge | RNG centre | RNG central 2×2; CAV top/bottom split; INF rear. | Core 208 setup. |
| Cavalry Wedge | CAV centre | CAV central 2×2; INF top/bottom split; RNG rear. | Specialized and wall-test contexts. |
Targeting and retargeting
At battle start—or after a retarget event—a squad generally selects the closest eligible enemy squad.
It attacks only that squad. Other friendly squads may also focus the same enemy.
The target squad dies, melee contact forces a ranged response, or a wall-collapse event creates a new selection.
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.
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.
How a standing wall changes targeting
Every attacking squad targets the wall. Defender melee waits behind it; defender ranged and siege can fire.
Attacker squads leave the wall target. Defender squads perform a proximity-based target selection.
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.
Fast frontline test: two probes, one lookup
Probe A · Cavalry
Formation: Ranged Phalanx30,000 T4 CAV + 19,862 T2 CAV, then 69 T2 INF + 69 T2 RNG. Total: 50,000.
Probe B · Ranged
Formation: Cavalry Wedge30,000 T4 RNG + 19,862 T2 RNG, then 69 T2 INF + 69 T2 CAV. Total: 50,000.
- Confirm the wall is already broken. If not, use the wall-break battalion below.
- Record the last digits of your own kill count.
- Send Cavalry Probe A, record gained kills; immediately send Ranged Probe B and record again.
- Interpret the relative signature. Do not rely on one unexplained number.
| CAV probe | RNG probe | Likely front | Direct troop counter |
|---|---|---|---|
| >40k / clearly high | <10k / low | Infantry | Send Cavalry |
| ~0–5k | ~30k / registers | Ranged | Send Infantry |
| ~10k | >50k / much higher | Cavalry | Send Ranged |
| Both unclear | Both unclear | No reliable read | Repeat; 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 →100,000-troop wall-break battalion
Cavalry Wedge
Four siege heroes. If unavailable: three siege heroes plus two Army heroes.
No damage familiars. Never use Pact 5 “largest squad” damage during the test chain.
- Save the exact 100k preset as a battalion before approaching the target.
- Send it only to remove the wall; verify the wall is down.
- Wait for the wall-break march/report to resolve so damage does not contaminate probe readings.
- Run the CAV and RNG frontline probes back-to-back.
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.
| Code | INF / RNG / CAV counts | Code | INF / RNG / CAV counts |
|---|---|---|---|
| 956 | 90 / 50 / 60k | 992 | 90 / 90 / 20k |
| 965 | 90 / 60 / 50k | 767 | 70 / 60 / 70k |
| 947 | 90 / 40 / 70k | 730 | 70 / 30 / 0k |
| 974 | 90 / 70 / 40k | 208 | 20 / 0 / 80k |
| 866 | 80 / 60 / 60k | 055 | 0 / 50 / 50k |
| 857 | 80 / 50 / 70k | 14-3-3 | 140 / 30 / 30k |
| 875 | 80 / 70 / 50k | 15-0-5 | 150 / 0 / 50k |
| 749 | 70 / 40 / 90k | 7-11-2 | 70 / 110 / 20k |
| 794 | 70 / 90 / 40k | 10-2-8 | 100 / 20 / 80k |
| 668 | 60 / 60 / 80k | 3-6-11 | 30 / 60 / 110k |
| 659 | 60 / 50 / 90k | 10-8-2 | 100 / 80 / 20k |
| 569 | 50 / 60 / 90k | 802 | 80 / 0 / 20k |
| 442 | 40 / 40 / 20k | 12-4-4 | 120 / 40 / 40k |
| 424 | 40 / 20 / 40k | 13-4-3 | 130 / 40 / 30k |
| 433 | 40 / 30 / 30k | k |
Families and operating idea
INF/CAV damage with lower RNG. Includes 659, 668, 749, 857 and 569 variants. Formation and hero split change the matchup.
INF/RNG-heavy with lower CAV: 442, 433, 992, 965, 974, 875 and 767.
20k INF, 0 RNG and 80k CAV. Ranged Wedge geometry protects INF while the forward CAV squads penetrate a ranged front.
0/50k/50k RNG/CAV plus a controlled INF buffer. Requires Infantry Wedge, four RNG heroes and one CAV hero.
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.
7-11-2, 10-8-2, 10-2-8 and 3-6-11 preserve a preferred damage pair or maximize one rear damage type.
Composition against composition
Read this as a target shortlist—not a guaranteed win chart. The formation abbreviation belongs to the attacker.
| Your comp | Use | Favorable targets | Avoid / higher risk |
|---|---|---|---|
| 659 | RP | 668, 866, 569; targets with roughly 1–1.3m RNG | A wrong frontline read can reverse every line. |
| 659 | CP | 659, 569, 208 when enemy RNG is under ~900k | |
| 659 | IP | 992, 7-11-2, 550; enemy CAV below ~800k | |
| 7-11-2 | RP | 659, 569, 668, 7-11-2, 208, 055 | Likely loses to 866/965 in CP; 974/875/992/550 in IP |
| 10-2-8 | CP | 659, 569, 668, 875, 866, 208 | Check 992 / 7-11-2 / 550 / 055 before using IP |
| 3-6-11 | RP or CP | RP: 659/569/668/055; CP: 866/875/992/7-11-2/208 | 550 called out against its IP line |
| 10-8-2 | RP | 659, 569, 668, 7-11-2, 992, 055, 866, 208 | IP line tested into 875/14-3-3/802/550 |
| 208 | RW | 433, many 424s in ranged front, 14-3-3 | 992, 7-11-2; 442 ranged wedge; stronger/misaligned 424 |
| 055 | IW | 433, 424 variants, 208, 14-3-3 | 442, 992, 7-11-2 |
| 14-3-3 | IP | 433, 992, 442, 767 | 208, 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.
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.
Usually two hero slots and the strongest relevant attack/stack familiar package.
Usually one or two heroes plus a damage familiar if its squad survives.
Prioritize shield/HP and survival. One matching hero may support the front even if it is not the top damage type.
Do not waste a hero or damage familiar on a squad intended only to influence contact/targeting.
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 / role | Heroes | Formation | Familiars |
|---|---|---|---|
| 659 · no 11K heroes | Berserker (INF), Songstress of the Sea + Dream Witch (RNG), Lore Weaver + Rose Knight (CAV/Army) | Choose RP or CP from the confirmed front | Jade Wyrm, Bon Appeti, Frostwing, Saberfang, Hell Drider |
| 659 · with 11K | Dark Magister occupies the 11K Ranged slot; keep the other troop jobs aligned | Choose RP or CP from the confirmed front | Same job logic; change only for a tested target |
| 055 attack | 4 RNG jobs + 1 CAV hero | Infantry Wedge | Blackwing, Queen Bee, Gargantua, Saberfang, Trickstar |
| 208 attack | CAV/Army damage jobs plus one INF/Army support job; no RNG hero is assigned to the empty line | Ranged Wedge | Gargantua, Frostwing, Saberfang, Goblin, Jade Wyrm |
| Front test | Probe troops—not heroes—create the read | RP for CAV probe / CW for RNG probe | No 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.
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.
| Method | When it works | Risk |
|---|---|---|
| Leader and every filler send exact ratio | Safest default; final comp stays planned. | Rounding and late partial fills only. |
| Leader sends a designed correction march | Advanced lead calculates live totals and closes a known deficit. | Requires accurate fill counts. |
| Leader sends one pure troop type | Only when the final total was designed around it. | Can turn 442 into an INF-heavy result, expose the wrong front and misassign heroes/familiars. |
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.
| Total | Tier split | T5 INF / RNG / CAV | T4 INF / RNG / CAV |
|---|---|---|---|
| 100k | 60/40 | 24k / 24k / 12k | 16k / 16k / 8k |
| 125k | 60/40 | 30k / 30k / 15k | 20k / 20k / 10k |
| 200k | 60/40 | 48k / 48k / 24k | 32k / 32k / 16k |
| 300k | 60/40 | 72k / 72k / 36k | 48k / 48k / 24k |
| 100k | 80/20 | 32k / 32k / 16k | 8k / 8k / 4k |
| 200k | 80/20 | 64k / 64k / 32k | 16k / 16k / 8k |
| 300k | 80/20 | 96k / 96k / 48k | 24k / 24k / 12k |
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 →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.
Conflicts, uncertainty and limits
Kill bands are approximate. Compare the CAV and RNG probe results instead of trusting one number.
Useful in real combat, but excluded from a frontline test because extra kills falsify the read.
A wall can change attacker losses and retarget timing, but there is no universal wall multiplier.
The 50k-per-10s and 2×/1×/0.5× equation is a training model, not the server formula.
A composition can win in one formation and lose in another. No code is an automatic result.
Named premium setups must be translated by role when a leader does not own or max every listed unit.
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.
Heroes by name and troop class
Search the hero roster by name or filter by Infantry, Ranged, Cavalry, Siege or Army role.

Barbarian
Cavalry battle hero

Berserker
Infantry battle hero

Black Crow
Ranged battle hero

Bombin' Goblin
Ranged battle hero

Boommeister
Ranged battle hero

Chaos Dragon
Army battle hero

Child of Light
Cavalry battle hero

Chronicler
Army battle hero

Cursed Hunter
Infantry battle hero

Dark Follower
Siege battle hero

Dark Magister
Ranged battle hero

Death Archer
Ranged battle hero

Death Knight
Cavalry battle hero

Demon Slayer
Infantry battle hero

Don Guapo
Cavalry battle hero

Dream Witch
Ranged battle hero

Elementalist
Siege battle hero

Ethereal Guide
Ranged battle hero

Femme Fatale
Infantry battle hero

Flower Maiden
Infantry battle hero

Grim Wolf
Infantry battle hero

Grove Guardian
Ranged battle hero

Holy Sword
Infantry battle hero

Incinerator
Siege battle hero

Lightweaver
Infantry battle hero

Lore Weaver
Cavalry battle hero

Magmaroid
Infantry battle hero

Mastercook
Ranged battle hero

Necroduke
Army battle hero

Night Raven
Cavalry battle hero

Oath Keeper
Infantry battle hero

Oracle
Ranged battle hero

Pegasus
Infantry battle hero

Petite Devil
Ranged battle hero

Prima Donna
Siege battle hero

Prince of Thieves
Infantry battle hero

Rose Knight
Cavalry battle hero

Sage of Storms
Cavalry battle hero

Sand Sage
Ranged battle hero

Scarlet Bolt
Infantry battle hero

Sea Squire
Infantry battle hero

Shade
Infantry battle hero

Shape Shifter
Cavalry battle hero

Shield Maiden
Infantry battle hero

Snail Princess
Ranged battle hero

Snow Queen
Ranged battle hero

Songstress of the Sea
Ranged battle hero

Soul Forger
Infantry battle hero

Steambot
Cavalry battle hero

Stellina Unicorno
Cavalry battle hero

Storm Fox
Cavalry battle hero

The Big Guy
Infantry battle hero
Tracker
Ranged battle hero

Trickster
Ranged battle hero

Twilight Priestess
Infantry battle hero

Vengeful Centaur
Cavalry battle hero

Wandering Alchemist
Ranged battle hero

Watcher
Infantry battle hero

Wave Crasher
Cavalry battle hero

Witch Doll
Cavalry battle hero
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 job | Early burst · 4% total losses | Repeated burst · 8% total losses |
|---|---|---|
| Infantry | Bon Appeti | Huey Hops |
| Ranged | Blackwing | Queen Bee |
| Cavalry | Gargantua | Frostwing |
| Defensive counter | Jade Wyrm reduces damage inflicted after 4% of your total troops fall. | |

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
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
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
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
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
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
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
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.

Aquiris
Pact 1B familiar
- Battle talent
- Army HP Debuff
- Elder skill
- N/A
- Adult skill
- Grants STA
- Hatchling
- Anima Production

Beastmaster
Pact 1B familiar
- Battle talent
- Cavalry DEF Debuff
- Elder skill
- N/A
- Adult skill
- N/A
- Hatchling
- Supply Troops Travel Speed

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
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
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
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
Pact 1A familiar
- Battle talent
- Infantry ATK
- Elder skill
- N/A
- Adult skill
- N/A
- Hatchling
- Ore Production

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
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
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
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
Pact 1B familiar
- Battle talent
- Ranged ATK
- Elder skill
- N/A
- Adult skill
- N/A
- Hatchling
- Gold Production

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
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
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
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
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
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
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
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
Pact 1A familiar
- Battle talent
- Cavalry HP Debuff
- Elder skill
- N/A
- Adult skill
- N/A
- Hatchling
- Vault Storage

Krabby
Pact 2B familiar
- Battle talent
- Army DEF
- Elder skill
- N/A
- Adult skill
- Player EXP Boost
- Hatchling
- Ore Production

Magmalord
Pact 1A familiar
- Battle talent
- Ranged HP Debuff
- Elder skill
- N/A
- Adult skill
- N/A
- Hatchling
- Stone Production

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
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
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
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
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
Pact 1A familiar
- Battle talent
- Infantry DEF Debuff
- Elder skill
- N/A
- Adult skill
- N/A
- Hatchling
- Timber Production

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
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
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
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
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
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
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
Pact 1B familiar
- Battle talent
- Infantry HP Debuff
- Elder skill
- N/A
- Adult skill
- N/A
- Hatchling
- Food Production

Territe
Pact 1A familiar
- Battle talent
- Army DEF Debuff
- Elder skill
- N/A
- Adult skill
- Grants Fragments
- Hatchling
- Pact Merging Speed

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
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
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
Pact 1B familiar
- Battle talent
- Cavalry ATK
- Elder skill
- N/A
- Adult skill
- N/A
- Hatchling
- Gathering Troops Travel Speed
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.
Battle job index
| Name | Use in these setups | Selection rule |
|---|---|---|
| Berserker | 659 INF/Army line | Supports the infantry contribution while remaining useful to the army. |
| Rose Knight | 659 Cavalry Phalanx attack | Used when CAV is pushed into an enemy ranged front. |
| Storm Fox | 659 Ranged Phalanx and defence | Replaces Rose Knight when the lineup needs the ranged-side job. |
| Songstress of the Sea | 659 attack and defence | Core Army support slot. |
| Dream Witch | 659 attack and defence | Core Army support slot. |
| Lore Weaver | 659 attack and defence | Core Army support/survival slot. |
| Incinerator, Dark Follower, Prima Donna, Elementalist | Wall-break hero options | Use four siege-capable heroes; if short, complete with Army heroes. |
Familiars
| Name | Battle job | Trigger/use |
|---|---|---|
| Jade Wyrm | Enemy damage reduction | Activates after 4% of your total troops fall. |
| Saberfang | Cavalry killing-blow shield | Activates after 12% of your Cavalry fall. |
| Hoarder | Infantry killing-blow shield | Activates after 12% of your Infantry fall. |
| Snow Beast | Ranged killing-blow shield | Activates after 12% of your Ranged troops fall. |
| Hell Drider | Petrifies one largest enemy squad | Control trigger after 7% of your total troops fall. |
| Bon Appeti / Blackwing / Gargantua | INF / RNG / CAV largest-squad burst | Each scales from its matching initial troop ATK and triggers after 4% total losses. |
| Huey Hops / Queen Bee / Frostwing | Repeated INF / RNG / CAV largest-squad damage | Each triggers after 8% total losses. |
| Gemming Gremlin / Trickstar / Goblin | Stacking INF / RNG / CAV ATK | Begins after 10% of the matching troop type falls. |