Troop Progression — Tier vs Forticlad
Troops get stronger in two separate ways. Knowing the difference shows you where your power really comes from.
Tier is your troop’s class; Forticlad is the upgrade path inside that class. They’re two separate systems.
The stage before Tiers: a new troop levels from 1 to 30 with no Tier yet — this is the "1-30" starting row in every table.
Unlocked after Lv.30. A Tier is a named troop with all-new, higher base stats — Tier 10 = "Ace," Tier 11 = "Bastion." The portrait badge "Lv.10.0" means Tier 10.
An upgrade path inside a Tier (done in the Barracks). Each level raises stats and unlocks Forticlad skills. The small number badge on a troop is its Forticlad Level. Forticlad 10 raises the Lv.8 troop skill to Lv.2.
Troop Stats — Ace & Bastion
Exact stats for one troop at every Forticlad Level, for the two confirmed Tiers, with skill unlocks. The same pattern holds at every tier: Shieldbearers take the hits, Shooters deal the damage, and Bombers are in between.
Base troop stats before any hero or research bonus is applied.
Shieldbearer
| FC | ATK | DEF | HP | LTH | Unlock |
|---|---|---|---|---|---|
| 1-30 | 21 | 26 | 30 | 21 | — |
| 1 | 22 | 27 | 31 | 22 | — |
| 2 | 23 | 29 | 33 | 23 | — |
| 3 | 24 | 30 | 35 | 25 | Forticlad Shield L1 |
| 4 | 26 | 32 | 37 | 26 | — |
| 5 | 27 | 34 | 39 | 27 | Forticlad Shield L2 |
| 6 | 28 | 35 | 40 | 29 | — |
| 7 | 29 | 37 | 42 | 30 | — |
| 8 | 31 | 38 | 44 | 31 | Steel Defense L1 |
| FC | ATK | DEF | HP | LTH | Unlock |
|---|---|---|---|---|---|
| 1-30 | 24 | 28 | 33 | 24 | — |
| 1 | 25 | 30 | 34 | 26 | — |
| 2 | 27 | 32 | 36 | 27 | — |
| 3 | 28 | 34 | 38 | 29 | Forticlad Shield L1 |
| 4 | 30 | 35 | 40 | 30 | — |
| 5 | 31 | 37 | 42 | 31 | Forticlad Shield L2 |
| 6 | 33 | 39 | 44 | 33 | — |
| 7 | 34 | 40 | 46 | 34 | — |
| 8 | 35 | 42 | 48 | 36 | Steel Defense L1 |
Bomber
| FC | ATK | DEF | HP | LTH | Unlock |
|---|---|---|---|---|---|
| 1-30 | 26 | 22 | 22 | 28 | — |
| 1 | 28 | 23 | 23 | 30 | — |
| 2 | 30 | 25 | 25 | 32 | — |
| 3 | 32 | 27 | 27 | 34 | Forticlad Grenade L1 |
| 4 | 34 | 29 | 29 | 36 | — |
| 5 | 36 | 30 | 30 | 39 | Forticlad Grenade L2 |
| 6 | 38 | 32 | 32 | 41 | — |
| 7 | 40 | 34 | 34 | 43 | — |
| 8 | 42 | 36 | 36 | 45 | Combat Training L1 |
| FC | ATK | DEF | HP | LTH | Unlock |
|---|---|---|---|---|---|
| 1-30 | 28 | 25 | 25 | 30 | — |
| 1 | 31 | 27 | 27 | 32 | — |
| 2 | 33 | 29 | 29 | 35 | — |
| 3 | 35 | 31 | 31 | 38 | Forticlad Grenade L1 |
| 4 | 38 | 33 | 33 | 40 | — |
| 5 | 40 | 35 | 35 | 43 | Forticlad Grenade L2 |
| 6 | 42 | 37 | 37 | 45 | — |
| 7 | 44 | 39 | 39 | 48 | — |
| 8 | 47 | 41 | 41 | 50 | Combat Training L1 |
Shooter
| FC | ATK | DEF | HP | LTH | Unlock |
|---|---|---|---|---|---|
| 1-30 | 28 | 20 | 20 | 30 | — |
| 1 | 30 | 22 | 22 | 32 | — |
| 2 | 32 | 24 | 23 | 34 | — |
| 3 | 34 | 25 | 25 | 37 | Forticlad Sniper L1 |
| 4 | 36 | 27 | 27 | 39 | — |
| 5 | 39 | 28 | 28 | 42 | Forticlad Sniper L2 |
| 6 | 41 | 30 | 30 | 44 | — |
| 7 | 43 | 32 | 31 | 46 | — |
| 8 | 45 | 33 | 33 | 49 | Boosted Rounds L1 |
| FC | ATK | DEF | HP | LTH | Unlock |
|---|---|---|---|---|---|
| 1-30 | 30 | 23 | 23 | 33 | — |
| 1 | 33 | 25 | 25 | 35 | — |
| 2 | 35 | 27 | 27 | 38 | — |
| 3 | 38 | 29 | 29 | 40 | Forticlad Sniper L1 |
| 4 | 40 | 31 | 31 | 43 | — |
| 5 | 43 | 33 | 33 | 46 | Forticlad Sniper L2 |
| 6 | 45 | 35 | 34 | 48 | — |
| 7 | 48 | 37 | 36 | 51 | — |
| 8 | 50 | 39 | 38 | 54 | Boosted Rounds L1 |
Lower tiers — base stats
Base stats for one troop before Forticlad and bonuses. The game keeps the decimals; the in-game screen rounds them down, which is why the tables above show whole numbers.
Shieldbearers
| Tier | ATK | DEF | HP | Lethality |
|---|---|---|---|---|
| 1 | 3.7 | 8.2 | 12 | 3.6 |
| 4 | 9.4 | 14.2 | 18 | 9.4 |
| 7 | 15.2 | 20.2 | 24 | 15.4 |
| 8 | 17.1 | 22.2 | 26 | 17.4 |
| 9 | 19.1 | 24.2 | 28 | 19.4 |
| 10 Ace | 21.1 | 26.2 | 30 | 21.4 |
| 11 Bastion | 24.27 | 28.82 | 33 | 24.61 |
Bombers
| Tier | ATK | DEF | HP | Lethality |
|---|---|---|---|---|
| 1 | 8.2 | 4 | 4 | 10 |
| 4 | 14.2 | 10 | 10 | 16 |
| 7 | 20.2 | 16 | 16 | 22 |
| 8 | 22.2 | 18 | 18 | 24 |
| 9 | 24.2 | 20 | 20 | 26 |
| 10 Ace | 26.2 | 22 | 22 | 28 |
| 11 Bastion | 28.82 | 25.3 | 25.3 | 30.8 |
Shooters
| Tier | ATK | DEF | HP | Lethality |
|---|---|---|---|---|
| 1 | 10 | 3.4 | 3.2 | 12 |
| 4 | 16 | 9 | 8.8 | 18 |
| 7 | 22 | 14.9 | 14.5 | 24 |
| 8 | 24 | 16.8 | 16.4 | 26 |
| 9 | 26 | 18.8 | 18.4 | 28 |
| 10 Ace | 28 | 20.7 | 20.5 | 30 |
| 11 Bastion | 30.8 | 23.81 | 23.58 | 33 |
Power and training cost
| Tier | Power | Training time | Food | Wood | Steel | Gasoline |
|---|---|---|---|---|---|---|
| 1 | 4 | 12 s | 76 | 50 | 17 | 3 |
| 4 | 11 | 32 s | 253 | 167 | 51 | 8 |
| 7 | 34 | 83 s | 589 | 389 | 119 | 17 |
| 8 | 46 | 113 s | 1,178 | 776 | 238 | 32 |
| 9 | 60 | 131 s | 2,943 | 1,937 | 593 | 77 |
| 10 Ace | 79 | 152 s | 5,886 | 3,872 | 1,185 | 153 |
| 11 Bastion | 95 | 180 s | 20,601 | 13,552 | 4,148 | 536 |
Every troop marches at speed 15. Healing costs about 10% of the training resources and takes exactly 10% of the training time.
Troop Bonus by Generation
Every hero in the same generation shares one ATK/DEF troop bonus, no matter their role or type — and it goes up about 20–25% each generation.
Newer generations have a bigger ATK/DEF bonus. Generation 7 is the highest at +683.05%.
Season 6 = the “Bomber Patch.” Generation 6 (Season 6) is the update that made Bombers more popular with everyone — a sign to use a few more Bombers from then on.
| Generation | Troop ATK/DEF Bonus |
|---|---|
| Generation 1 · R | +94.57% |
| Generation 1 · SR | +147.12% |
| Generation 1 · SSR | +210.17% |
| Generation 2 | +252.2% |
| Generation 3 | +304.74% |
| Generation 4 | +388.5% |
| Generation 5 | +466.2% |
| Generation 6 | +567% |
| Generation 7 | +683.05% |
| Phoenix top-up | +273.21% |
| Tyronn top-up | +304.74% |
Stars matter
These are the values at 30 stars. A Generation 7 hero gives +86% at 0 stars and +264% at 15 stars. The bonus applies to that hero’s own troop type.
Army-Wide Passives (+15%)
One hero per generation — plus both top-up heroes (marked ) — gives +15% to your whole army, even when the hero isn’t deployed. It’s free, permanent power. Shieldbearer was the last troop type to get one, through Phoenix & Tyronn.
These +15% army buffs work whether or not the hero is deployed. Free power.
| Gen | Hero | Passive | Boost |
|---|---|---|---|
| 2 | Alph Bomber | Radiant Aura | +15% DEF |
| 3 | Veronica Shooter | Shadow Pact | +15% HP |
| 4 | Koschevoi Bomber | Magic Artillery | +15% ATK |
| 5 | Edwin Shooter | Evidence Lock | +15% Lethality |
| 6 | Worrell Bomber | Paradox Revelation | +15% DEF |
| 7 | Rex Shooter | Beyond Spacetime | +15% HP |
| Phoenix Shieldbearer | Echoes of Glory | +15% ATK | |
| Tyronn Shieldbearer | Bloodlust | +15% Lethality |
Hero Upgrade Costs
Maxing a hero takes 5 star tiers with 6 "parts" each, paid with universal Blank (yellow) shards that work on any hero.
What each star tier costs in shards, so you can plan before you spend.
| Star Tier | P1 | P2 | P3 | P4 | P5 | P6 | Tier total |
|---|---|---|---|---|---|---|---|
| Tier 1 | 1 | 1 | 2 | 2 | 2 | 2 | 20 includes 10 recruit shards |
| Tier 2 | 5 | 5 | 5 | 5 | 5 | 15 | 40 |
| Tier 3 | 15 | 15 | 15 | 15 | 15 | 40 | 115 |
| Tier 4 | 40 | 40 | 40 | 40 | 40 | 100 | 300 |
| Tier 5 | 100 | 100 | 100 | 100 | 100 | 100 | 600 |
Total to max a hero: 1,065 Blank shards across all five tiers, plus 10 hero-specific recruit shards to first unlock them — 1,075 shards in all.
Exclusive Equipment Costs
Every hero’s Exclusive Equipment runs from Lv.0 to Lv.10, and Lv.10 gives the full +16% used everywhere in this guide. Upgrading costs parts.
The bonus only goes up on even levels, so never stop on an odd one. The last step costs seven times more per point than the first — so spreading parts across your three heroes usually beats maxing one.
Parts per level
| Levels | Parts | Running total |
|---|---|---|
| 0 → 1 | 10 | 10 |
| 1 → 2 | 25 | 35 |
| 2 → 3 | 25 | 60 |
| 3 → 4 | 45 | 105 |
| 4 → 5 | 45 | 150 |
| 5 → 6 | 65 | 215 |
| 6 → 7 | 65 | 280 |
| 7 → 8 | 85 | 365 |
| 8 → 9 | 85 | 450 |
| 9 → 10 | 100 | 550 |
The costs come in pairs — 25/25, 45/45, 65/65, 85/85 — each pair costs 20 more than the one before, after a cheap 10-part first level. The last step is the only exception: the pattern says 105, but it costs 100.
What the bonus is at each level
| Level | Bonus | Parts spent |
|---|---|---|
| Lv.2 | +4% | 35 |
| Lv.4 | +7% | 105 |
| Lv.6 | +10% | 215 |
| Lv.8 | +13% | 365 |
| Lv.10 | +16% | 550 |
An even +3 points every two levels, after the first +4 at Lv.2.
Odd levels don’t raise the bonus — so never stop on one. Only even levels give more bonus. A hero at Lv.7 has spent 65 more parts than at Lv.6 and still shows +10%, and at Lv.9 the wasted amount is 85 parts. If you stop, stop on Lv.2, 4, 6, 8 or 10.
This is based on two checks: Lv.2 gives +4%, and a Lv.3 equipment on this account also shows +4%. Check it against any Lv.3 or Lv.5 equipment you have — but the level costs and even-level bonuses above are correct either way.
Cost per point of bonus — where the parts really go
| Step | Parts | Points gained | Parts per point |
|---|---|---|---|
| Lv.0 → Lv.2 | 35 | +4 | 8.8 |
| Lv.2 → Lv.4 | 70 | +3 | 23.3 |
| Lv.4 → Lv.6 | 110 | +3 | 36.7 |
| Lv.6 → Lv.8 | 150 | +3 | 50.0 |
| Lv.8 → Lv.10 | 185 | +3 | 61.7 |
Every step costs more per point than the one before it. The last step costs 185 parts for +3 — seven times the price per point of the first step. In total, Lv.6 to Lv.10 costs 335 parts, 61% of the total, for only 6 of the 16 points.
Same parts, spread across your three heroes
| How you spend it | Parts | What your three heroes get |
|---|---|---|
| One hero maxed | 550 | +16% on one hero 16 points in total |
| Lv.6 / Lv.6 / Lv.4 | 535 | +10% · +10% · +7% 27 points in total |
| Lv.6 / Lv.4 / Lv.4 | 425 | +10% · +7% · +7% 24 points in total |
| Lv.4 / Lv.4 / Lv.4 | 315 | +7% each 21 points in total |
| Lv.2 / Lv.2 / Lv.2 | 105 | +4% each 12 points in total |
Spread parts across your three heroes instead of maxing one
You use three heroes, and each one has its own equipment bonus, so parts spent on your second and third heroes aren’t wasted. Lv.6 / Lv.6 / Lv.4 costs 535 parts and gives your three heroes 27 points of bonus in total — compared to 16 points for the 550 parts it takes to max one hero. That’s about 70% more bonus for slightly fewer parts. Getting all three to Lv.2 costs 105 parts, the same as taking one hero to Lv.4, and gives 12 points instead of 7.
Two things to keep in mind. The bonuses go to different stats depending on the hero — attack, defense, health or lethality — so they don’t add up into one number. And maxing one hero still makes sense when that hero is the key to a mode: Tyronn is the only Shieldbearer whose equipment works in rallies, so there’s no other hero to spread parts to in that slot.
Research, VIP & Hero Levels
What a fully researched tree gives, what each VIP level adds, and how hero levels raise your march size.
Military research is the biggest troop-stat source: +117.36% ATK, DEF, HP and Lethality for each troop type. Hero levels are one of the biggest sources of march capacity.
Research trees at max
| Tree | Techs · levels | Base time | Main stats at max |
|---|---|---|---|
| Development | 46 · 178 | 1,104 days | +169,440 hospital capacity, +411% healing speed, +204.5% training speed, +30% Recruitment Hall recovery, +29.6% research and construction speed, +211 training capacity, +3 march queues |
| Economy | 28 · 124 | 166 days | +242% gathering for every resource, +80% factory profit |
| Military | 102 · 561 | 3,912 days | +117.36% ATK, DEF, HP and Lethality for each troop type, +49.63% to all troops on top, +33,830 expedition capacity |
| Forticlad Tech (per troop type) | 9 · 87 | 467–516 days | +34,500 rally capacity, +50% Lethality and HP, +30% ATK and DEF for that type, −50% Tier 11 training and healing cost, +1,250 expedition capacity |
Base time is with no speed bonuses. Research time = base time ÷ (1 + research speed), and a returning-player boost divides it again.
VIP
| VIP | Points | Key bonuses (cumulative) |
|---|---|---|
| 4 | 59,000 | +12% construction speed |
| 6 | 119,000 | +1 march queue, 2 troop formations |
| 8 | 698,000 | +1 formation slot |
| 9 | 1.2M | +11% Troops DEF, +22% construction |
| 10 | 2.38M | +13% ATK and DEF |
| 11 | 4.82M | +15% ATK, DEF and HP |
| 12 | max | +17% ATK, DEF, HP and Lethality, +24% factory profit |
Daily login VIP points: 400 on day 1, +20 per day in a row, up to 1,000 from day 31.
Hero levels and march size
| Hero Lv | Needs Warden’s Office | March capacity it adds |
|---|---|---|
| 10 | — | 1,019 |
| 30 | 13 | 5,150 |
| 50 | 19 | 11,219 |
| 70 | 24 | 13,724 |
| 80 | 25 | 14,144 |
Every hero adds the same capacity for its level, whatever its rarity. A march holds (500 + research + Mansion + your march heroes’ level capacity + …) × (1 + capacity %), so levelling the heroes you march with is one of the biggest capacity sources. Lv.80 needs 47.5M Hero EXP in total.
Warden’s Office & Costs
What the Warden’s Office costs level by level, what Diamonds buy, and the gathering, stamina and Power numbers behind everyday play.
The Warden’s Office has 80 levels: Lv.1–30, then Forticlad 1–10 in 5 steps each. Speeding up 1 hour costs 1,600 Diamonds.
Warden’s Office
| Level | Build time (no bonuses) | Food & Wood (each) | Steel | Gasoline | Forticlad Cores |
|---|---|---|---|---|---|
| 10 | 6 h | 900,000 Wood | 180,000 | 45,000 | — |
| 15 | 18 h | 9M | 1.8M | 450,000 | — |
| 20 | 82 h | 40M | 8M | 2M | — |
| 25 | 440 h (18 days) | 160M | 32M | 8M | — |
| 30 | 965 h (40 days) | 600M | 120M | 30M | — |
| Forticlad 1 (each of 5 steps) | 7 days | 140M | 28M | 7M | 250 |
| Forticlad 5 (each step) | 14 days | 170M | 34M | 8.5M | 720 |
| Forticlad 6 (each step) | 15 days | 190M | 38M | 9.5M | 360 + 24 Advanced |
| Forticlad 10 (each step) | 20 days | 350M | 70M | 17.5M | 630 + 168 Advanced |
With no speed bonuses, Lv.1 to Lv.30 takes 215 days and Forticlad 1 to 10 another 695 days. All Forticlad buildings together need 80,200 Forticlad Cores and 5,920 Advanced Forticlad Cores (the Warden’s Office alone 23,700 and 1,740). Each level needs the Communication Center at the level before, plus one other building.
What Diamonds buy
| What | Diamonds |
|---|---|
| Finish a timer: 1 minute | 27 |
| Finish a timer: 1 hour | 1,600 |
| Finish a timer: 1 day | 38,400 |
| Missing resources | 1 per 2,000 Food or Wood, 400 Steel or 100 Gasoline |
| Extra build queue, 48 h | 2,000 |
Scouting a prison costs 1,000 Food × its Warden’s Office level; anything else costs 10,000 Food. A report under 10 minutes old reopens for free.
Stamina
Up to 400, refilling 1 every 150 seconds (24 an hour). Fugitives cost 20, Arrest, supply, bounty and radar targets 10, and Hurricane Corps rally targets 20.
Carrying
Each unit weighs: Food 1, Wood 1, Steel 5, Gasoline 20. A Tier 10 soldier carries 758 Food, 151 Steel or 37 Gasoline.
Gathering
| Tile level | Food or Wood held | Steel held | Gasoline held | Food per hour |
|---|---|---|---|---|
| 1 | 140,000 | 28,000 | 7,000 | 633,600 |
| 4 | 1.2M | 240,000 | 60,000 | 728,640 |
| 6 | 6M | 1.2M | 300,000 | 792,000 |
| 8 | 28M | 5.6M | 1.4M | 855,360 |
Speed rises 5% per tile level. Steel gathers at 1/5 and Gasoline at 1/20 of the Food speed, matching their weights. Emptied tiles come back after 10 minutes.
Power and Power rating
Total Power = buildings + heroes + troops + research + hero gear + Trove Collection + Tomes + Prisoner Armor + satellites. Troop Power is the number of soldiers × each tier’s Power (Tier 10: 79, Tier 11: 95, and more with Forticlad).
Power rating compares each part with a target for your Warden’s Office level: D under 30%, C 30–50%, B 50–70%, A 70–90%, S 90–110%, SS over 110%. Total-Power targets: Lv.10 281,700; Lv.20 1.50M; Lv.25 2.84M; Lv.30 5.31M; Lv.40 6.77M; Lv.50 8.29M; Lv.60 10.94M.
Glossary
Every game term in this guide, in plain words. Terms are underlined where they first appear on a page — tap one to read its meaning without losing your place.
Every term in the guide, defined. Underlined words anywhere open their definition.
How hard your army hits. More Attack means more enemy troops get hit hard enough to risk dying.
How much damage your army can absorb. It makes enemy hits wound your troops instead of killing them.
One soldier’s hit points. More HP means fewer of your troops go down at all.
How likely your hits kill for good instead of just wounding. It turns injuries into permanent enemy losses.
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.
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.
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.
A troop’s starting levels, 1 to 30, before it has a Tier. It’s the “1-30” starting row in the stat tables.
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.
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.
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.
Which release group a hero came from. Newer generations have a bigger Troop Bonus and higher base stats.
A hero’s PvP skills — the ones that actually matter in fights against other players.
A hero’s PvE skills, listed on the faint “PvE” line of each hero card. They don’t apply in PvP.
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.
A buff that helps your whole army all the time, even when the hero isn’t deployed.
A team attack. One leader uses a three-hero formation, and other players join in with their troops.
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.
Troops that never took a hit. Fully ready for the next fight.
Took damage but heals back to full as soon as it gets home.
Knocked out and sent to the Hospital. Recovers — as long as there’s room.
Dead for good. The only battle result you can never get back.
Where Heavily Wounded troops recover. Keep space free: once it fills up, the overflow becomes real deaths.
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.
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.
No term matches that search.



