A model of the prison yard on a war-room table, from the Lands of Jail key art

14minutes to read it all

The dauntless robot
A prisoner in an orange jumpsuit chained to a chair, from the Lands of Jail key art

9sections

The yokozuna robot
Reference · Troops

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.

1 · Combat Level 1–30

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.

2 · Tier (named class)

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.

3 · Forticlad Level 1–10

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.

Reference · Stat Tables

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

Ace · Tier 10
FCATKDEFHPLTHUnlock
1-3021263021—
122273122—
223293323—
324303525Forticlad Shield L1
426323726—
527343927Forticlad Shield L2
628354029—
729374230—
831384431Steel Defense L1
Bastion · Tier 11
FCATKDEFHPLTHUnlock
1-3024283324—
125303426—
227323627—
328343829Forticlad Shield L1
430354030—
531374231Forticlad Shield L2
633394433—
734404634—
835424836Steel Defense L1

Bomber

Ace · Tier 10
FCATKDEFHPLTHUnlock
1-3026222228—
128232330—
230252532—
332272734Forticlad Grenade L1
434292936—
536303039Forticlad Grenade L2
638323241—
740343443—
842363645Combat Training L1
Bastion · Tier 11
FCATKDEFHPLTHUnlock
1-3028252530—
131272732—
233292935—
335313138Forticlad Grenade L1
438333340—
540353543Forticlad Grenade L2
642373745—
744393948—
847414150Combat Training L1

Shooter

Ace · Tier 10
FCATKDEFHPLTHUnlock
1-3028202030—
130222232—
232242334—
334252537Forticlad Sniper L1
436272739—
539282842Forticlad Sniper L2
641303044—
743323146—
845333349Boosted Rounds L1
Bastion · Tier 11
FCATKDEFHPLTHUnlock
1-3030232333—
133252535—
235272738—
338292940Forticlad Sniper L1
440313143—
543333346Forticlad Sniper L2
645353448—
748373651—
850393854Boosted 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

TierATKDEFHPLethality
13.78.2123.6
49.414.2189.4
715.220.22415.4
817.122.22617.4
919.124.22819.4
10 Ace21.126.23021.4
11 Bastion24.2728.823324.61

Bombers

TierATKDEFHPLethality
18.24410
414.2101016
720.2161622
822.2181824
924.2202026
10 Ace26.2222228
11 Bastion28.8225.325.330.8

Shooters

TierATKDEFHPLethality
1103.43.212
41698.818
72214.914.524
82416.816.426
92618.818.428
10 Ace2820.720.530
11 Bastion30.823.8123.5833

Power and training cost

TierPowerTraining timeFoodWoodSteelGasoline
1412 s7650173
41132 s253167518
73483 s58938911917
846113 s1,17877623832
960131 s2,9431,93759377
10 Ace79152 s5,8863,8721,185153
11 Bastion95180 s20,60113,5524,148536

Every troop marches at speed 15. Healing costs about 10% of the training resources and takes exactly 10% of the training time.

Reference · Scaling

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.

GenerationTroop 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.

Reference · Heroes

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.

GenHeroPassiveBoost
2Alph BomberRadiant Aura+15% DEF
3Veronica ShooterShadow Pact+15% HP
4Koschevoi BomberMagic Artillery+15% ATK
5Edwin ShooterEvidence Lock+15% Lethality
6Worrell BomberParadox Revelation+15% DEF
7Rex ShooterBeyond Spacetime+15% HP
Phoenix ShieldbearerEchoes of Glory+15% ATK
Tyronn ShieldbearerBloodlust+15% Lethality
Reference · Costs

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 TierP1P2P3P4P5P6Tier total
Tier 111222220 includes 10 recruit shards
Tier 2555551540
Tier 3151515151540115
Tier 44040404040100300
Tier 5100100100100100100600

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.

Reference · Costs

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.

550
Parts to take one hero’s equipment from 0 to maxed
+3
Points of bonus every two levels — it goes up evenly
7×
What the last step costs per point versus the first

Parts per level

LevelsPartsRunning total
0 → 11010
1 → 22535
2 → 32560
3 → 445105
4 → 545150
5 → 665215
6 → 765280
7 → 885365
8 → 985450
9 → 10100550

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

LevelBonusParts 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

StepPartsPoints gainedParts per point
Lv.0 → Lv.235+48.8
Lv.2 → Lv.470+323.3
Lv.4 → Lv.6110+336.7
Lv.6 → Lv.8150+350.0
Lv.8 → Lv.10185+361.7

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 itPartsWhat your three heroes get
One hero maxed550+16% on one hero 16 points in total
Lv.6 / Lv.6 / Lv.4535+10% · +10% · +7% 27 points in total
Lv.6 / Lv.4 / Lv.4425+10% · +7% · +7% 24 points in total
Lv.4 / Lv.4 / Lv.4315+7% each 21 points in total
Lv.2 / Lv.2 / Lv.2105+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.

Reference · Account growth

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

TreeTechs · levelsBase timeMain stats at max
Development46 · 1781,104 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
Economy28 · 124166 days+242% gathering for every resource, +80% factory profit
Military102 · 5613,912 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 · 87467–516 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

VIPPointsKey bonuses (cumulative)
459,000+12% construction speed
6119,000+1 march queue, 2 troop formations
8698,000+1 formation slot
91.2M+11% Troops DEF, +22% construction
102.38M+13% ATK and DEF
114.82M+15% ATK, DEF and HP
12max+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 LvNeeds Warden’s OfficeMarch capacity it adds
10—1,019
30135,150
501911,219
702413,724
802514,144

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.

Reference · Buildings & costs

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

LevelBuild time (no bonuses)Food & Wood (each)SteelGasolineForticlad Cores
106 h900,000 Wood180,00045,000—
1518 h9M1.8M450,000—
2082 h40M8M2M—
25440 h (18 days)160M32M8M—
30965 h (40 days)600M120M30M—
Forticlad 1 (each of 5 steps)7 days140M28M7M250
Forticlad 5 (each step)14 days170M34M8.5M720
Forticlad 6 (each step)15 days190M38M9.5M360 + 24 Advanced
Forticlad 10 (each step)20 days350M70M17.5M630 + 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

WhatDiamonds
Finish a timer: 1 minute27
Finish a timer: 1 hour1,600
Finish a timer: 1 day38,400
Missing resources1 per 2,000 Food or Wood, 400 Steel or 100 Gasoline
Extra build queue, 48 h2,000

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 levelFood or Wood heldSteel heldGasoline heldFood per hour
1140,00028,0007,000633,600
41.2M240,00060,000728,640
66M1.2M300,000792,000
828M5.6M1.4M855,360

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.

Reference · Terms

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.

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.

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