AttackATKStats
How hard your army hits. More Attack means more enemy troops get hit hard enough to risk dying.
DefenseDEFStats
How much damage your army can absorb. It makes enemy hits wound your troops instead of killing them.
HealthHPStats
One soldier’s hit points. More HP means fewer of your troops go down at all.
LethalityLTHStats
How likely your hits kill for good instead of just wounding. It turns injuries into permanent enemy losses.
Kill-checkCombat
The hidden roll behind every hit. Attack decides how many troops get one, Lethality decides how many succeed, and HP + Defense help your troops survive them.
Tactical DMGCombat
A second kind of damage. It happens when a condition is met — like every 3rd round — and each hit is a set share of the dealing troop type’s ATK. It has its own boosts and defenses.
The 40% RuleCombat
Of the troops knocked out in a solo attack on a prison, 40% count as dead or Hospital and 60% as lightly wounded (35% and 65% in rallies and tile fights). It isn’t the point where a fight stops.
Combat Level1–30Troops
A troop’s starting levels, 1 to 30, before it has a Tier. It’s the “1-30” starting row in the stat tables.
TierTroops
A named troop class unlocked after Combat Level 30, with a whole new higher baseline. Tier 10 is “Ace,” Tier 11 is “Bastion.” A “Lv.10.0” portrait badge means Tier 10.
Forticlad Level1–10Troops
An upgrade path inside a Tier, raised in the Barracks. Each level adds stats and unlocks Forticlad skills. It’s the small number badge on a troop.
Troop BonusHeroes
An ATK/DEF boost that every hero in the same generation shares, whatever their type or role. It goes up about 20–25% each generation.
GenerationGen 1–7Heroes
Which release group a hero came from. Newer generations have a bigger Troop Bonus and higher base stats.
War skillHeroes
A hero’s PvP skills — the ones that actually matter in fights against other players.
Arrest skillHeroes
A hero’s PvE skills, listed on the faint “PvE” line of each hero card. They don’t apply in PvP.
Exclusive EquipmentHeroes
A hero’s Exclusive Equipment war skill, marked with the EE badge on their card. It only works in the one mode its text names.
PassiveHeroes
A buff that helps your whole army all the time, even when the hero isn’t deployed.
RallyRallies
A team attack. One leader uses a three-hero formation, and other players join in with their troops.
JoinerRallies
Someone who adds troops to another player’s rally. Only four joiners’ skills count: the four highest-level first War skills of the joiners’ first heroes.
SurvivedBattle
Troops that never took a hit. Fully ready for the next fight.
Lightly WoundedBattle
Took damage but heals back to full as soon as it gets home.
Heavily WoundedBattle
Knocked out and sent to the Hospital. Recovers — as long as there’s room.
LossBattle
Dead for good. The only battle result you can never get back.
HospitalBattle
Where Heavily Wounded troops recover. Keep space free: once it fills up, the overflow becomes real deaths.
Defender’s AdvantageBattle
In a solo attack on a prison, the defender’s troops that would have died become Heavily Wounded instead, while 30% of the attacker’s knocked-out troops die. In rallies and tile fights, nobody’s troops die.
Blank shardsCosts
The universal yellow shards you can spend on any hero. Maxing one costs 1,065, plus 10 hero-specific recruit shards to first unlock them.