EVIDENCE & BATTLE TESTS

What the reports show—and what still needs testing.

Verified observations, source claims and training models are kept separate. Use the formation board to understand squad placement, then check the evidence boundary before turning a pattern into a rally call.

verified

Observed in battle view

Troops move as squads, close distance from their formation positions, lock targets and visibly activate familiar effects during combat.

sZnoch · battle-view analysis
supported

Supported across reports

Formation and surviving squad positions change the contact path and later target selection. A composition code alone does not predict the result.

sZnoch · battle-report analysis
model

Training model

The board below visualizes four squads per troop type, initial contact and selective retargeting. Exact hidden server coordinates and damage rolls are not claimed.

sZnoch · MxZ interpretation model
open

Priority guild tests

Lock final troop totals, formation, leader march, five heroes, five familiars and opponent front before comparing losses.

sZnoch · MxZ test queue
YOUR REAR

Infantry Phalanx

YOUR FRONT →
🏹1🏹2🏹3🏹4♞1♞2♞3♞4🛡1🛡2🛡3🛡4
CONTACT →
🛡Infantry · 4 squads🏹Ranged · 4 squads♞Cavalry · 4 squads☄Siege · behind this lineup

How to read this formation

Infantry forms the straight frontline. Cavalry splits 2+2 at the upper and lower edges. Ranged forms the rear column.

INTERACTIVE TARGETING REPLAY

See all squads move, lock and retarget together

Targeting model · not damage calculator
Stage 1/5 · 0s · Formation
Blue starts at ATTACKER → arrowhead marks its target Red starts at DEFENDER → arrowhead marks its target
CONTACT SPACE
ATTACKER659 · Infantry Phalanx
DEFENDER992 · Ranged Phalanx
Press Auto play

Select any squad to isolate its route. The small dot marks where an arrow starts; the arrowhead marks the target. Blue belongs to the attacker and red belongs to the defender. Several arrows may end on one squad.

Why can the upper and lower rows choose different targets?

Every squad calculates from its own position. The top squad is closest to a different enemy than the bottom squad, so their arrows may legitimately differ. At the last stage, only a squad whose target faded selects again; surviving squads do not all reset at once. Ranged squads can also be forced to change when melee engages them. Hero offsets appear only where the selected lineup includes them.

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

Closest target

A squad selects the closest eligible enemy. It does not automatically select the troop type it counters.

Target lock

One squad attacks one target at a time, although several squads may focus the same enemy squad.

Retarget

After a target dies or the wall falls, the survivor selects again from its current live position.

Boundary: formation coordinates, four-squad structure, target locking, wall lock and selective retarget behavior are represented as the best current model. Exact server coordinates, hidden damage rolls and frame timing are not verified. Tested does not mean guaranteed.
MxZ War Academy · Built for rally leads and fillers