FORMATION & SQUAD LAB

See the squads where the game places them.

First inspect one formation. Then use the trainer to place two armies together and watch the target arrows change.

YOUR REAR

Infantry Phalanx

YOUR FRONT →
🏹1🏹2🏹3🏹41234🛡1🛡2🛡3🛡4
CONTACT →
🛡Infantry · 4 squads🏹Ranged · 4 squadsCavalry · 4 squadsSiege · 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. Exact server coordinates, hidden damage rolls and frame timing are not published; the elapsed-time calculator is clearly separated as a training model.
MxZ War Academy · Built for rally leads and fillers