Tips & Tricks
The tables below do not contain ALL the skills in the game. There are
more than 300 of them. About half of those skills are "un-dismantlable"
primary skills. The other half can be dismantled from 3-star (rare),
4-star (epic), and 5-star (legendary) gairos. I counted 153 dismantlable
skills so far but I have not had a chance to verify 11 of them, which I
think have been deprecated (removed from the game). So let's go for 142
for now, which I will list and classify below. Of those 142
dismantlable skills, 60 are rare, 47 are epic, 29 are legendary, and 6
are quest rewards (assault, starwrath, siege up, speed up, defense up,
attack up).
I also have a spreadsheet that lists all the dismantlable skills with a
lot more data than what I'm capable of posting here. Because of the wide
formatting of the table and the sheer amount of information, it is
impractical to post all that data here so I created another post for the
full table (see Dismantlable Skills Spreadsheet),
which you can download for free. However, I recommend you first study
this page until you understand all the data in it, then you can graduate
to the much more complex spreadsheet.
Legend
In order to reduce the width of the following tables, I am using shorthand to label the columns. These are the meanings of those column headers:
TDT: Total Damage Throughput. As explained above.
THP: Total Healing Power. As explained above.
Skill Name
*: Rarity (Number of Stars): (5) Legendary, (4) Epic, (3) Rare
#: Number of Skills Dismantled. This is the number of deployable instances you get after researching the skill to 100%. If you have a value of 2, that means that skill can be deployed on 2 different gairos (not necessarily in the same army).
Pos.: Deployment Position Recommendation. A position of "front" means the skill must be in the front gairo in order to produce full throughput potential. A position of "center" means the skill can be deployed on a center or front gairo. A recommendation of "rear" or "-" means the skill can be deployed on any gairo.
Type: Soldier Type: (A) Archery, (I) Infantry, (C) Cavalry
Rng: Skill Range
Prb: Probability of Activation
Dmg: Damage Rate. This is the damage rate parsed from the skill description.
Rec: Recovery Rate. This is the recovery rate parsed from the skill description.
Tgt: Number of Targets
Trn: Number of Turns
Siege: Siege Bonus. For siege skills only.
Prp: Skill Prepares for 1 Turn? Some skills prepare for one turn before they are actived.
Aff: Affected by Spirit? If the skill is affected the spirit attribute, then "X". If it is affected by the attack attribute, then the cell is left blank.
Strt: Starting turn
Spirit Attack Skills
- Spirit attack skills are skills that are affected by the Spirit attribute of a gairo.
| A/TDT | Skill Name | * | # | Pos | Type | Rng | Prb | Dmg | Tgt | Trn | Prp | Aff | Strt |
| 172.3% | Gust | 4 | 1 | Front | AIC | 2 | 50% | 105% | 2 | 2 | X | X | |
| 168.2% | Thunder | 4 | 1 | Center | AIC | 3 | 50% | 103% | 2 | 2 | X | X | |
| 130.2% | Incantation of Death (IOD) | 4 | 1 | Rear | AIC | 5 | 50% | 64% | 2.5 | 2 | X | X | |
| 130.2% | Spirit Flames | 4 | 1 | Center | AIC | 4 | 50% | 119% | 2.5 | 1 | X | X | |
| 78.4% | Plot | 4 | 1 | Rear | AIC | 3 | 40% | 105% | 1 | 2 | X | ||
| 75.8% | Diversion | 4 | 1 | Rear | AIC | 5 | 50% | 116% | 1.5 | 1 | X | X | |
| 69.7% | Startle | 3 | 2 | Rear | AIC | 5 | 50% | 43% | 2 | 2 | X | X | |
| 67.3% | Contrition | 3 | 2 | Center | AIC | 3 | 45% | 40% | 2 | 2 | X | ||
| 66.4% | Broken Armor Curse | 3 | 2 | Front | AIC | 2 | 45% | 53% | 1.5 | 2 | X | ||
| 65.6% | Blazing Flames | 3 | 2 | Rear | AIC | 4 | 50% | 75% | 2 | 1 | X | X | |
| 64.6% | Surprise Attack | 5 | 1 | Rear | AIC | 3 | 40% | 162% | 1 | 1 | X | ||
| 64.0% | Imprison | 5 | 1 | Rear | AIC | 4 | 40% | 160% | 1 | 1 | X | ||
| 54.3% | Fire Attack | 3 | 3 | Rear | A | 4 | 45% | 69% | 2 | 1 | X | X | |
| 43.2% | Cleansing Fire | 4 | 1 | Rear | A | -- | 45% | 96% | 1 | 1 | X | ||
| 41.5% | Spirit Form | 5 | 1 | - | AIC | 1 | 100% | 42% | 1 | 1 | X | ||
| 40.2% | Roar | 3 | 3 | Rear | AIC | 4 | 45% | 24% | 2 | 2 | X | ||
| 37.1% | Spirit Explosion | 4 | 2 | Rear | AIC | 4 | 45% | 83% | 1 | 1 | X | ||
| 31.1% | Rockfall | 3 | 3 | Front | AIC | 2 | 45% | 46% | 1.5 | 1 | X | ||
| 30.3% | Undercurrent | 3 | 3 | Center | AIC | 3 | 45% | 34% | 2 | 1 | X | ||
| 30.2% | Spirit Assault | 3 | 2 | Rear | AIC | 4 | 45% | 45% | 1.5 | 1 | X | ||
| 27.1% | Labyrinth | 4 | 2 | Rear | AIC | 4 | 35% | 78% | 1 | 1 | X | ||
| 26.0% | Premonition | 5 | 1? | - | AIC | 3 | 100% | 26% | 1 | 1 | X | ||
| 25.9% | Lightning | 4 | 2 | Rear | AIC | 4 | 35% | 74% | 1 | 1 | X | ||
| 23.7% | Spirit Strike | 3 | 3 | Rear | AIC | 4 | 45% | 53% | 1 | 1 | X | ||
| 22.0% | Dispelling Strike | 3 | 2 | Rear | AIC | -- | 40% | 55% | 1 | 1 | X | ||
| 21.2% | Psychological Attack | 4 | 2 | Rear | AIC | -- | 40% | 53% | 1 | 1 | X | ||
| 19.6% | Starwrath | - | 3 | Rear | AIC | 4 | 45% | 44% | 1 | 1 | X | ||
| 18.2% | Hostility | 3 | 3 | Rear | AIC | -- | 30% | 61% | 1 | 1 | X |
Normal Damage Skills
- Normal damage skills are skills that are affected by the Attack attribute of the gairo.
| TDT | Skill Name | * | # | Pos | Type | Rng | Prb | Dmg | Tgt | Trn | Prp | Aff | Strt |
| 142.2% | Cruelty | 4 | 2 | - | AIC | 3 | 35% | 100% | 2 | 4 | 4 | ||
| 120.6% | Spirit Punishment | 5 | 1? | Rear | AIC | 4 | 35% | 105% | 2 | 2 | X | ||
| 110.3% | Shock | 5 | 1? | Rear | AIC | 5 | 30% | 140% | 3 | 1 | X | ||
| 100.5% | Destroy | 4 | 2 | Center | I | 3 | 35% | 88% | 2 | 2 | X | ||
| 97.6% | Defeating | 4 | 2 | Rear | A | 4 | 35% | 85% | 2 | 2 | X | ||
| 67.5% | Struggle | 5 | 1? | Rear | IC | 4 | 30% | 113% | 2 | 1 | |||
| 64.6% | Surprise Attack | 5 | 1 | Rear | AIC | 3 | 40% | 162% | 1 | 1 | |||
| 64.0% | Imprison | 5 | 1 | Rear | AIC | 4 | 40% | 160% | 1 | 1 | |||
| 62.1% | Stored Power | 4 | 2 | Rear | C | 3 | 40% | 178% | 1 | 1 | X | ||
| 51.7% | Run Through | 3 | 2 | Center | IC | 3 | 35% | 60% | 1.5 | 2 | X | ||
| 47.6% | Army Assault | 5 | 1? | - | IC | 4 | 35% | 73% | 3 | 2 | |||
| 46.4% | Armor Penetration | 4 | 2 | Rear | AIC | -- | 30% | 83% | 1 | 2 | |||
| 42.2% | Collision | 3 | 2 | Rear | A | 4 | 25% | 45% | 2 | 2 | |||
| 40.5% | Disaster | 4 | 1 | Center | AIC | 3 | 30% | 68% | 2 | 1 | |||
| 40.0% | Trail | 4 | 1 | Rear | AIC | -- | 20% | 200% | 1 | 1 | |||
| 38.3% | Reckless Strike | 4 | 2 | Rear | IC | 3 | 30% | 128% | 1 | 1 | |||
| 33.8% | Rush Attack | 4 | 2 | Rear | C | 4 | 30% | 113% | 1 | 1 | |||
| 32.6% | Loot | 4 | 2 | Center | AIC | 3 | 30% | 73% | 1.5 | 1 | |||
| 32.3% | Severe Damage | 3 | 2 | Rear | AIC | -- | 30% | 58% | 1 | 2 | |||
| 30.0% | Return the Fire | 4 | 2 | - | AIC | 1 | 100% | 30% | 1 | 1 | |||
| 28.1% | Disable | 3 | 3 | Rear | AIC | -- | 40% | 38% | 1 | 2 | |||
| 27.0% | Charge | 4 | 2 | Rear | IC | 3 | 30% | 90% | 1 | 1 | |||
| 25.8% | Heavy Strike | 3 | 3 | Rear | A | 4 | 25% | 55% | 1 | 2 | |||
| 25.0% | Mortal Combo | 5 | 1 | - | AIC | 1 | 100% | 100% | 1 | 1 | |||
| 25.0% | Blockade | 5 | 1 | Rear | AIC | -- | 25% | 100% | 1 | 1 | |||
| 25.0% | Chase | 3 | 3 | Rear | AIC | -- | 50% | 50% | 1 | 1 | |||
| 25.0% | Repeated Attack | 3 | 2 | - | AIC | 1 | 25% | 100% | 1 | 1 | |||
| 25.0% | Shyness | 5 | 1 | Rear | AIC | -- | 25% | 100% | 1 | 1 | |||
| 25.0% | Track | 3 | 2 | Rear | AIC | -- | 20% | 125% | 1 | 1 | |||
| 24.6% | Strong Attack | 3 | 3 | Center | IC | 2 | 25% | 53% | 1 | 2 | |||
| 22.5% | Spiritual Attack | 4 | 2 | Rear | AIC | 3 | 25% | 90% | 1 | 1 | |||
| 21.3% | Steal | 4 | ? | Rear | AIC | 3 | 25% | 85% | 1 | 1 | |||
| 21.3% | Chaotic Attack | 4 | 2 | Rear | IC | 3 | 25% | 85% | 1 | 1 | |||
| 20.0% | Vigilance | 5 | 1? | - | AI | 1 | 100% | 20% | 1 | 1 | |||
| 17.6% | Counterattack | 3 | 3 | - | AIC | 1 | 25% | 38% | 1 | 2 | |||
| 16.9% | Fierce Attack | 3 | 2 | Center | IC | 2 | 25% | 68% | 1 | 1 | |||
| 15.8% | Phalanx | 4 | 2 | - | AIC | 3 | 35% | 60% | 2 | 1 | |||
| 14.4% | Onrush | 3 | 3 | Front | IC | 1 | 25% | 58% | 1 | 1 | |||
| 13.1% | Intermediate Counterattack | 4 | 2 | - | AIC | 3 | 35% | 50% | 2 | 1 | |||
| 12.5% | Assault | - | 3 | Center | AIC | 2 | 25% | 50% | 1 | 1 | |||
| 12.5% | Blitz | 4 | 1 | Rear | I | 4 | 50% | 25% | 1 | 1 | |||
| 9.4% | Split Attack | 3 | 3 | - | AIC | 1 | 25% | 38% | 1 | 1 |
Damage Effect Skills
- Damage effect skills are skills that increase ally attack power or decrease enemy attack power by a percentage.
| Skill Name | * | # | Pos | Type | Rng | Prb | Tgt | Trn | Prp | Aff |
| Bounty | 5 | 1 | - | AIC | 3 | 100% | 2 | 1 | ||
| Coercion | 3 | 2 | Rear | AIC | 4 | 30% | 1.5 | 2 | ||
| Crackdown | 5 | ? | Rear | AIC | 4 | 100% | 2 | 1 | ||
| Cunning | 3 | 2 | - | AIC | 2 | 30% | 1 | 2 | ||
| Defensive Stance | 5 | 1 | - | AIC | 1 | 100% | 1 | 1 | ||
| Dodge | 5 | 1 | - | AIC | 2 | 100% | 2 | 1 | ||
| Frost | 3 | 2 | Rear | AIC | 4 | 30% | 1.5 | 2 | ||
| Iron Armor | 3 | 2 | - | AIC | 1 | 30% | 1 | 2 | ||
| Mantra | 3 | 2 | Rear | AIC | 4 | 30% | 1.5 | 2 | ||
| No Mercy | 3 | 2 | - | AIC | 1 | 30% | 1 | 2 | ||
| Passion subskill | 4 | 2 | - | AIC | 1 | 30% | 1 | 1 | ||
| Persuade | 5 | 1? | Rear | AIC | 4 | 100% | 2 | 1 | ||
| Rise | 5 | 1? | - | AIC | 1 | 100% | 1 | 1 | ||
| Robust | 3 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Scheme | 5 | 1? | - | AIC | 1 | 100% | 1 | 1 | ||
| Sharp Blade | 5 | 1? | - | IC | 5 | 100% | 3 | 3 | ||
| Stability | 3 | 2 | - | AIC | 2 | 30% | 1 | 2 | ||
| Survey | 4 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Weaken | 3 | 2 | Rear | AIC | 4 | 30% | 1.5 | 2 |
Attribute Skills
- Attribute skills are skills that increase/decrease the attribute stats of the allies/enemies.
| Skill Name | * | # | Pos | Type | Rng | Prb | Tgt | Trn | Prp | Aff |
| Advanced Ranged Attack | 5 | 1? | - | AIC | 3 | 100% | 1 | 1 | ||
| Attack Up | - | 5 | - | AIC | 1 | 100% | 1 | 1 | ||
| Defense Up | - | 5 | - | AIC | 1 | 100% | 1 | 1 | ||
| Elite Army | 4 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Frog Blessing | 3 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Intelligence | 3 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Intermediate Ranged Attack | 4 | 2 | - | AIC | 2 | 100% | 2 | 1 | ||
| Mania | 3 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Might | 4 | ? | - | AIC | 1 | 100% | 1 | 1 | ||
| Ram Guard | 3 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Range Attack | 4 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Rapid March | 4 | 2 | - | AIC | 3 | 35% | 2 | 1 | ||
| Rapid Strike | 4 | 1 | - | AIC | 1 | 100% | 1 | 1 | ||
| Shield | 4 | 1 | - | AIC | 1 | 100% | 1 | 1 | ||
| Sobriety | 3 | 2 | - | AIC | 1 | 100% | 1 | 1 | ||
| Speed Up | - | 5 | - | AIC | 1 | 100% | 1 | 1 | ||
| Swift | 3 | 2 | - | AIC | 1 | 100% | 1 | 1 |
Status/Effect Skills
- Effect skills are skills that remove negative/positive effects/buffs/debuffs.
- Status skills are skills that put the enemy or allies in a status like chaos, confusion, recovery, etc.
| Type | Skill Name | * | # | Pos | Type | Rng | Prb | Tgt | Trn | Prp | Aff |
| Effect | Calm Down | 3 | 3 | - | AIC | 2 | 30% | 1 | 1 | ||
| Effect | Disperse | 3 | 3 | Rear | AIC | 3 | 30% | 1 | 1 | ||
| Effect | Purge | 4 | 2 | Rear | AIC | 4 | 25% | 2 | 1 | ||
| Status | Abuse | 4 | ? | Center | AIC | 2 | 25% | 1 | 2 | ||
| Status | Disturb | 5 | 1 | Rear | AIC | 4 | 25% | 2 | 2 | X | |
| Status | Gale | 5 | 1? | - | AIC | 1 | 20% | 1 | 1 | ||
| Status | Hex | 5 | 1? | Rear | AIC | 4 | 30% | 2 | 2 | X | |
| Status | Illusion | 3 | 2 | Center | AIC | 2 | 25% | 1 | 1 | ||
| Status | Mortal Sin | 5 | ? | Any | A | 6 | 100% | 3 | ? | ||
| Status | Psychic Shock | 3 | 2 | Center | AIC | 2 | 25% | 1 | 1 | ||
| Status | Sarcasm | 3 | 3 | Center | AIC | 2 | 25% | 1 | 2 |
Healing Skills
| THP | Skill Name | * | # | Pos | Type | Rng | Prb | Rec | Tgt | Trn | Prp | Aff | Strt |
| 90.1% | Bonfire | 4 | 1 | Rear | AIC | 3 | 45% | 61% | 2 | 2 | X | X | |
| 78.0% | Reinforcements | 4 | 1 | - | AIC | 3 | 45% | 99% | 2 | 1 | X | X | |
| 75.0% | Cure | 4 | 2 | Front | AIC | 1 | 100% | 75% | 1 | 1 | |||
| 52.4% | Tacit Agreement | 4 | 1 | Front | AIC | 3 | 40% | 66% | 1 | 1 | X | ||
| 51.5% | Rescue | 3 | 2 | - | AIC | 3 | 100% | 52% | 2 | 1 | X | 5 | |
| 42.8% | Harvest | 3 | 2 | Rear | AIC | 3 | 35% | 44% | 1.5 | 2 | X | ||
| 38.0% | Rescue Team | 3 | 3 | - | AIC | 2 | 100% | 38% | 2 | 1 | X | 5 | |
| 27.0% | Pacify | 4 | ? | - | AIC | 3 | 25% | 54% | 2 | 1 | X | ||
| 26.9% | Ale | 3 | 3 | Rear | AIC | 3 | 35% | 41% | 1 | 2 | X | ||
| 25.7% | Bandage | 3 | 2 | - | AIC | 3 | 35% | 49% | 1.5 | 1 | X | ||
| 18.9% | Heal | 3 | 3 | Rear | AIC | 3 | 35% | 54% | 1 | 1 | X |
Blocking/Protection/Immunity Skills
- Blocking skills are skills that affect the enemy with a blocking status like cowardice (unable to launch normal attacks), stillness (unable to cast active skills), or silence.
- Immunity skills are skills that allow the gairo to enter avoidance status and/or become immune to the enemy's negative effects.
- Protection skills are skills that allow one gairo to absorb the damage received and protect the rest of the gairos.
| Type | Skill Name | * | # | Pos | Type | Rng | Prb | Tgt | Trn | Prp | Aff |
| Protection | Meditate | 4 | 1 | - | AIC | 2 | 30% | 1 | 2 | ||
| Protection | Monolith | 5 | 1? | Front | AIC | 3 | 100% | 1 | 1 | ||
| Protection | Protection | 3 | 2 | - | AIC | 2 | 30% | 1 | 2 | ||
| Blocking | Confuse | 3 | 2 | Rear | AIC | 3 | 25% | 1 | 2 | ||
| Blocking | Intermediate Confusion | 5 | 1 | Rear | AIC | 4 | 50% | 2 | 1 | ||
| Blocking | Malevolence | 4 | 2 | Rear | AIC | 4 | 50% | 2 | 3 | ||
| Blocking | Spiritual Imprisonment | 3 | 2 | Rear | AIC | 3 | 25% | 1 | 2 | ||
| Blocking | Threaten | 5 | 1 | Rear | AIC | 4 | 45% | 2 | 1 | ||
| Immunity | Avoid | 3 | 2 | - | AIC | 1 | 30% | 1 | 1 | ||
| Immunity | Deserted City | 5 | 1 | - | AIC | 1 | 40% | 1 | 1 | ||
| Immunity | Wisdom | 3 | 2 | - | AIC | 1 | 25% | 1 | 2 |
Siege Skills
| Skill Name | * | # | Pos | Type | Rng | Prb | Siege | Tgt | Trn | Prp | Aff |
| Guidance | 3 | 3 | - | I | 2 | 100% | 6.5 | 2 | 1 | X | |
| Scaling Ladder | 3 | 2 | - | I | 3 | 100% | 10 | 3 | 1 | X | |
| Siege Up | - | 5 | - | AIC | 1 | 100% | 10 | 1 | 1 | ||
| Wild Throw | 3 | 2 | - | A | 3 | 100% | 6.5 | 3 | 1 | X |
Other Skills
| Skill Name | * | # | Pos. | Type | Rng | Prb | Tgt | Trn | Prp | Aff | |||||
| Foresight | 3 | 3 | - | AIC | 100% | 1 | 2 |
Dismantle Info
The next table lists all 142 dismantlable skills in alphabetical order along with their dismantle info (i.e. which gairos each skill can be dismantled from) as well as the research cost for each skill. Once again, I apologize for the multitude of tables but there is no way to share all the metadata in my spreadsheet without splitting the info into multiple smaller tables in order to fit the info in the width of this blog. Anyway, to understand the research column, let's take a look at a few examples:
- Abuse is a 4-star skill. It can be dismantled from epic (4-star) gairos Hodr, Osin, and Qetesh. Therefore the 3 mentioned gairos can contribute 30% of the research whereas the remainder of Epic gairos only contribute 10%.
- Bonfire is also a 4-star skill. It can be dismantled from epic gairos Hestia and Themis. Therefore, the 2 mentioned gairos can contribute 30% of the research whereas Epic gairos of the Olympus realm can contribute 10% of the research. Unlike for Abuse however, the rest of epic gairos cannot contribute to the research of this skill.
- Advanced Ranged Attack is a 5-star skill. It can be dismantled from legendary gairos Balor and Odin. Therefore, Odin and Balor can contribute 30% of the research whereas Epic (4-star) Nordic, Celtic, or Egyptian gairo cards contribute 5% of the research. Just like for Bonfire, there is a restriction on the remainder of epic gairos and non-Nordic, -Celtic, and -Egyptian gairos cannot contribute to the research of this skill.
- Avoid is a 3-star skill. It can be dismantled from rare (3-star) gairos Gwydion and Pallas. Unlike 4-star and 5-star skills, 3-star skills do not have any gairos that can contribute 30% of the research. All rare gairos equally contribute 5% of the research of this skill.
- Calm Down is also a 3-star skill. Just like for Avoid, there are no gairos that can contribute 30% of the research. However, rare gairos contribute 10% of the research of this skill (instead of 5% like for Avoid).
- Assault is a reward skill. It is not dismantlable from any gairo. The only way to get it is to complete the quest that rewards you with it. That's why the dismantle info has dashes in it.
| Skill Name | * | Dismantle | Research |
| Abuse | 4 | [Hodr][Osin][Qetesh] | Epic 10% |
| Advanced Ranged Attack | 5 | [Balor][Odin] | Epic Nordic, Celtic, Egypt 5% |
| Ale | 3 | [Gronru][Talus] | Rare 10% |
| Armor Penetration | 4 | [Aten][Conall][Hector] | Epic 10% |
| Army Assault | 5 | [Artemis] | Epic Cavalry 5% |
| Assault | - | - | - |
| Attack Up | - | - | - |
| Avoid | 3 | [Gwydion][Pallas] | Rare 5% |
| Bandage | 3 | [Asclepius] | Rare 5% |
| Blazing Flames | 3 | [Heqet][Menelaus] | Rare 5% |
| Blitz | 4 | [Lamorak] | Ep. Nordic, Celtic, Egypt 10% |
| Blockade | 5 | [Aphrodite][Thor] | Epic Nordic, Celtic, Egypt 5% |
| Bonfire | 4 | [Hestia][Themis] | Epic Olympus 10% |
| Bounty | 5 | [Cronus][Galahad] | Epic Olympus 5% |
| Broken Armor Curse | 3 | [Memnon] | Rare 5% |
| Calm Down | 3 | [Eurybia] | Rare 10% |
| Chaotic Attack | 4 | [Bedivere][Khons] | Epic 10% |
| Charge | 4 | [Helen][Hermes] | Epic 10% |
| Chase | 3 | [Atreus?][Brutus][Scamander][Triton] | Rare 10% |
| Cleansing Fire | 4 | [Tisiphone] | Ep. Nordic, Celtic, Egypt 10% |
| Coercion | 3 | [Emer] | Rare 5% |
| Collision | 3 | [Sinis] | Rare 5% |
| Confuse | 3 | [Gevjon][Saturnus] | Rare 5% |
| Contrition | 3 | [Daphne][Nefertum] | Rare 5% |
| Counterattack | 3 | [Bellerophon][Nereus][Pelops] | Rare 10% |
| Crackdown | 5 | [Anubis][Arthur][Fionn] | Epic Olympus 5% |
| Cruelty | 4 | [Phoebe][Thetis] | Epic 10% |
| Cunning | 3 | [Andhrimnir][Echidna] | Rare 5% |
| Cure | 4 | [Blodeuwedd][Bragi][Oceanus] | Epic 10% |
| Defeating | 4 | [Perseus][Vili] | Epic Archer 10% |
| Defense Up | - | - | - |
| Defensive Stance | 5 | [Lancelot][Prometheus] | Epic Infantry 5% |
| Deserted City | 5 | [Amon][Gaia] | Epic Nordic, Celtic, Egypt 5% |
| Destroy | 4 | [Agamemnon][Hymir] | Epic Infantry 10% |
| Disable | 3 | [Epimetheus][Meleager] | Rare 10% |
| Disaster | 4 | [Minotaur][Tydeus] | Epic Olympus 10% |
| Dispelling Strike | 3 | [Gwydion][Pallas] | Rare 5% |
| Disperse | 3 | [Olymbros][Verthandi] | Rare 10% |
| Disturb | 5 | [Atlas][Frigga][Idun] | Epic Nordic, Celtic, Egypt 5% |
| Diversion | 4 | [Apophis][Tethys] | Ep. Nordic, Celtic, Egypt 10% |
| Dodge | 5 | [Sif][Uranus] | Epic Olympus 5% |
| Elite Army | 4 | [Hephaestus][Mnemosyne] | Epic 10% |
| Fierce Attack | 3 | [Ajax][Calatin][Imhotep] | Rare 5% |
| Fire Attack | 3 | [Leag][Syn] | Rare 10% |
| Foresight | 3 | [Epimetheus][Meleager] | Rare 10% |
| Frog Blessing | 3 | [Heqet][Menelaus] | Rare 5% |
| Frost | 3 | [Bia] | Rare 5% |
| Gale | 5 | [Horus] | Epic Cavalry 5% |
| Guidance | 3 | [Imset][Menoetius][Priest] | Rare 10% |
| Gust | 4 | [Mimir][Ptah] | Ep. Nordic, Celtic, Egypt 10% |
| Harvest | 3 | [Min] | Rare 5% |
| Heal | 3 | [Hecate][Laocoon][Teucer][Asteria] | Rare 10% |
| Heavy Strike | 3 | [Atreus?][Brutus][Scamander][Triton] | Rare 10% |
| Hex | 5 | [Jormungand][Selene] | Epic Titan 5% |
| Hostility | 3 | [Bergelmir] | Rare 10% |
| Illusion | 3 | [Skadi][Adrastus?] | Rare 5% |
| Imprison | 5 | [Isis] | Epic Olympus 5% |
| Incantation of Death (IOD) | 4 | [Britomartis][Theseus] | Ep. Nordic, Celtic, Egypt 10% |
| Intelligence | 3 | [Daphne][Nefertum] | Rare 5% |
| Intermediate Confusion | 5 | [Bastet][Poseidon] | Epic Titan |
| Intermediate Counterattack | 4 | [Month][Shu][Sobek] | Epic 10% |
| Intermediate Ranged Attack | 4 | [Gawain][Hathor] | Epic 10% |
| Iron Armor | 3 | [Min] | Rare 5% |
| Labyrinth | 4 | [Hel][Oscar] | Epic 10% |
| Lightning | 4 | [Forseti][Skuld] | Epic 10% |
| Loot | 4 | [Selke][Typhon] | Epic 10% |
| Malevolence | 4 | [Anuket][Baldur] | Epic 10% |
| Mania | 3 | [Ajax][Calatin][Imhotep] | Rare 5% |
| Mantra | 3 | [Hermod] | Rare 5% |
| Meditate | 4 | [Chiron][Conlaoch] | Epic Titan 10% |
| Might | 4 | [Boreas][Loch] | Epic Titan 10% |
| Monolith | 5 | [Lugh] | Epic Nordic, Celtic, Egypt 5% |
| Mortal Combo | 5 | [Ares][Thanatos][Ymir] | Epic Cavalry 5% |
| Mortal Sin | 5 | [Gigantes] | ? |
| No Mercy | 3 | [Culann][Ferdia] | Rare 5% |
| Onrush | 3 | [Bellerophon][Nereus][Pelops] | Rare 10% |
| Pacify | 4 | [Fedelm][Nott] | Epic 10% |
| Passion subskill | 4 | [Oedipus][Sisyphus] | Epic 10% |
| Persuade | 5 | [Fenrir][Hera] | Epic Olympus 5% |
| Phalanx | 4 | [Aeneas][Apis] | Epic 10% |
| Plot | 4 | [Eurynome] | Epic Titan 10% |
| Premonition | 5 | [Medea][Mut] | Epic Olympus 5% |
| Protection | 3 | [Fergus][Var] | Rare 5% |
| Psychic Shock | 3 | [Skadi] | Rare 5% |
| Psychological Attack | 4 | [Aegeus][Pandora] | Epic 10% |
| Purge | 4 | [Diarmuid][Nut] | Epic 10% |
| Ram Guard | 3 | [Khnum][Thiazi] | Rare 5% |
| Range Attack | 4 | [Atalanta][Jason] | Epic 10% |
| Rapid March | 4 | [Bes][Theia] | Epic 10% |
| Rapid Strike | 4 | [Goibhniu][Tefnut] | Epic Titan 10% |
| Reckless Strike | 4 | [Ammit][Tyr] | Epic 10% |
| Reinforcements | 4 | [Cu Roi][Deichtire] | Epic Olympus 10% |
| Repeated Attack | 3 | [Fergus][Var] | Rare 5% |
| Rescue | 3 | [Andhrimnir][Echidna] | Rare 5% |
| Rescue Team | 3 | [Bergelmir] | Rare 10% |
| Return the Fire | 4 | [Demeter][Khepri] | Epic 10% |
| Rise | 5 | [Hyperion][Macha] | Epic Archer 5% |
| Roar | 3 | [Gronru][Talus] | Rare 10% |
| Robust | 3 | [Culann][Ferdia] | Rare 5% |
| Rockfall | 3 | [Hecate][Laocoon][Teucer] | Rare 10% |
| Run Through | 3 | [Khnum][Thiazi] | Rare 5% |
| Rush Attack | 4 | [Iapetus][Ve] | Epic 10% |
| Sarcasm | 3 | [Blathnat][Ceto][Eurybia][Leto] | Rare 10% |
| Scaling Ladder | 3 | [Phosphorus] | Rare 5% |
| Scheme | 5 | [Loki][Merlin] | Epic Nordic, Celtic, Egypt 5% |
| Severe Damage | 3 | [Priam][Priest][Sekhmet] | Rare 5% |
| Sharp Blade | 5 | [Heimdall] | Epic Titan 5% |
| Shield | 4 | [Crius][Vidar] | Epic Titan 10% |
| Shock | 5 | [Cuchulainn][Zeus] | Epic Olympus 5% |
| Shyness | 5 | [Morrigan][Sphinx] | Epic Nordic, Celtic, Egypt 5% |
| Siege Up | - | - | - |
| Sobriety | 3 | [Persephone][Perses][Phosphorus] | Rare 5% |
| Speed Up | - | - | - |
| Spirit Assault | 3 | [Persephone][Perses] | Rare 5% |
| Spirit Explosion | 4 | [Astraeus] | Epic 10% |
| Spirit Flames | 4 | [Helios][Maat] | Ep. Nordic, Celtic, Egypt 10% |
| Spirit Form | 5 | [Hades][Ra][Rhea] | Epic Olympus 5% |
| Spirit Punishment | 5 | [Freyja] | Epic Nordic, Celtic, Egypt 5% |
| Spirit Strike | 3 | [Olymbros][Verthandi] | Rare 10% |
| Spiritual Attack | 4 | [Cian][Eos] | Epic 10% |
| Spiritual Imprisonment | 3 | [Gevjon][Saturnus] | Rare 5% |
| Split Attack | 3 | [Leag][Syn] | Rare 10% |
| Stability | 3 | [Asclepius] | Rare 5% |
| Startle | 3 | [Bia] | Rare 5% |
| Starwrath | - | - | - |
| Steal | 4 | [Nephtys] | Epic 10% |
| Stored Power | 4 | [Beowulf][Minos] | Epic Cavalry 10% |
| Strong Attack | 3 | [Imset][Menoetius][Priest] | Rare 10% |
| Struggle | 5 | [Chimera] | Epic Titan 5% |
| Surprise Attack | 5 | [Gullveig][Njord] | Epic Olympus 5% |
| Survey | 4 | [Conchobhar][Maeve] | Epic 10% |
| Swift | 3 | [Sinis] | Rare 5% |
| Tacit Agreement | 4 | [Eros] | Ep. Nordic, Celtic, Egypt 10% |
| Threaten | 5 | [Freyr][Osiris] | Epic Titan 5% |
| Thunder | 4 | [Aengus][Dionysus] | Ep. Nordic, Celtic, Egypt 10% |
| Track | 3 | [Hermod] | Rare 5% |
| Trail | 4 | [Coeus][Geb] | Epic Olympus 10% |
| Undercurrent | 3 | [Blathnat][Ceto][Leto] | Rare 10% |
| Vigilance | 5 | [Athena] | Epic Olympus 5% |
| Weaken | 3 | [Memnon] | Rare 5% |
| Wild Throw | 3 | [Priam][Priest][Sekhmet] | Rare 5% |
| Wisdom | 3 | [Emer] | Rare 5% |
There's much more information. Unfortunately, I don't see how I can share all of it without posting so many different tables that it'll become more confusing than it is helpful. Instead, I created a separate page that has a link to the spreadsheet. Please see the Dismantlable Skills Spreadsheet.
Adjustment Factors
The following sections should have been included right after the TDT section. However, because they go into more detail than most players usually care to get into, I decided to post them here at the end of the guide for the hard-core game engineers to skim.
The base TDT/THP computation (as explained in the TDT section) is an over-simplification of the real battle algorithm to say the least. It only includes the four parameters mentioned previously. There are many other factors that can drastically change the battle computation such as: Effect skills that increase total damage dealt by allies or decrease total damage received by allies by a percentage, Attribute skills that increase ally attributes or decrease enemy attributes like speed, defense, spirit, attack, etc, Starting turns (for example, Cruelty doesn't fire until turn 4, which effectively reduces its chances of activation by 37.5% throughout the full 8 turns of battle), and other such factors that can affect the outcome of a battle. I am currently slowly introducing other factors into the TDT computation.
Credit is due to MegaWind for steering me in the right direction and participating in the refining of the TDT formula to include the adjustment factors described in this section. These adjustment factors are the result of an email brainstorming session between Mega and I that ended with a light bulb moment and led to the idea of including these adjustment factors directly into the TDT. I will next attempt to explain how each adjustment factor is calculated:
- Prepare for 1 turn: If a skill prepares for 1 turn, then it won't be able to fire if it activates on turn 8. This means that skills that prepare for one turn can only fire a maximum of 7 out of 8 turns, which corresponds to an adjustment factor of (7/8) or 87.5% of the time compared to a skill that does not prepare and can fire 100% of the time.
- Starting turn: Skills that include "Starting from the xth turn of battle" in their description can only activate after the starting turn. This effectively limits the maximum number of times they can fire to an adjustment factor = (8+1-x)/8. For example, a skill that can activate starting turn 5 of the battle can only fire a maximum of (8+1-5) = 4 times (on turn 5, turn 6, turn 7, turn 8) and has therefore an adjustment factor of 4/8, which is 50%.
- First x turns: Skills that include "For the first x turns of battle" in their description can only activate during those first x turns. This effectively limits the maximum number of times they can fire to an adjustment factor of x/8. For example, skills that can only activate during the first 2 turns of battle can only produce 25% (2/8) of the maximum power that a skill not limited to a certain number of turns can produce.
- X number of turns: Skills that fire for more than one turn have a more complex calculation than the previous factors (( (8+1-x)x + x(x-1)/2 )/8/x), so I will try to explain how that computation works.
Skills that fire more than one turn will only be able to fully activate (i.e. fire during all x turns) on the early turns up to turn number "8+1-x". After that, they won't be able to fire all x turns because they'll reach the end of the battle. So, for the first 8+1-x turns, they'll be able to fire x times or (8+1-x)*x. After that, they'll fire x-1 times, then x-2 times, etc. until the end of the battle. This means that in order to compute the maximum number of times the skill could fire, we first need to compute the number of times the skill can fully activate, which is (8+1-x)*x. Then add the number of times the skill activates but does not fully fire all x turns because it reaches the end of the battle, which is (x-1) + (x-2) ... etc down to 1. This is equivalent to summing all numbers between 1 and (x-1). Fortunately, there is a simple mathematical formula for that sum: it's x(x-1)/2. So, the total maximum number of fires of such a skill is ( (8+1-x)x + x(x-1)/2 )/8. You can recognize the first part (8+1-x)x as I described earlier as well as the second part x(x-1)/2 also as described earlier. Then that sum of those 2 factors is divided by 8 (the max number of turns in a battle) to come up with an adjustment factor (a percentage value) that can be factored into the TDT.
However, since the simplified TDT formula already contains the number of turns in its computation, we need to remove that obsolete factor (the number of turns) and replace it with the new adjustment factor and that's why the formula for this specific adjustment factor will also contain one additional division and become ( (8+1-x)x + x(x-1)/2 )/8/x or ( (8+1-x)x + x(x-1)/2 )/(8x), whichever you like/understand better.
Here is an example of a skill that fires 3 turns that will illustrate the math explained above:
| Activate t1: | Fire t1 | |||||||
| Activate t2: | Fire t2 | Fire t1 | ||||||
| Activate t3: | Fire t3 | Fire t2 | Fire t1 | |||||
| Activate t4: | Fire t3 | Fire t2 | Fire t1 | |||||
| Activate t5: | Fire t3 | Fire t2 | Fire t1 | |||||
| Activate t6: | Fire t3 | Fire t2 | Fire t1 | |||||
| Activate t7: | Fire t3 | Fire t2 | Fire t1 | |||||
| Activate t8: | Fire t3 | Fire t2 | Fire t1 |
As you can see, if the skill activates during the first 6 turns (or 8+1-x), it can fire 3 times. However, after that, it can only fire a total of 2 + 1 times, which is equivalent to x(x-1)/2. Since x is 3 in this case, 3(3-1)/2 = 3, which is also equal to 2+1 (ie (x-1) + (x-2)). If you count the maximum number of times the 3-turn skill can fire in the table above, you'll find 21 and (8+1-3)*3 + 3(3-1)/2 also equals 21 so the formula works.
In the skills spreadsheet, I added the following columns to include the adjustment factors described above:
Column AD: Adjustment factor for the number of turns.
Column DB: Adjustment factor for skills that prepare for 1 turn.
Column DD: Adjustment factor for skills that can activate for x number of turns.
Column DF: Adjustment factor for skills that can activate starting xth turn.
Column AK: Adjusted TDT formula, which is simply TDT*AD*DB*DD*DF (and similarly, column AM is the Adjusted THP formula).
As you can guess, there are still many more factors that need to be taken into consideration. However, their effect does not always necessarily fit into the TDT formula as I'll explain in the Ignored Factors section.
Ignored Factors
There are several other factors that I considered including into the TDT but I either could not figure out how to include them or I determined that they didn't need to be included for one reason or another. I'll be listing them all in this section.
- Damage Increase: This is for "Damage Effect" skills; those that increase the total damage of the allied army by a certain percentage (like skills that say: "increase the damage by 15%"). However, I'm a bit confused. Until now, I thought that there were two types of damages: Normal gairo damage (which is the gairo's normal attack, which is affected by the attack attribute) and Skill damage (which is the damage inflicted by the execution of the skills, which themselves could be either affected by the attack attribute or the spirit attribute of the gairos on which they are equipped). The table below recaps all the types of damages that I assumed existed in the game:
| Normal Damage | Spirit Damage | |
| Gairo Damage | x | |
| Skill Damage | x | x |
Basically, a gairo damage can only be a normal attack damage (affected by attack) whereas a skill damage can be affected by either spirit or attack. That was my first assumption.
My second assumption was that skills that affect damage (the ones that say: "increase the damage received by enemy gairos by 15%" or "increase the damage dealt by this gairo by 15%") only affected the gairo damage, not the skill damage. However, while studying this parameter, I noticed in the skill descriptions some vocabulary that made me question those two assumptions.
For example, for a skill like Charge, the description reads "Increases own normal attack damage by 15%", which I thought was pretty straightforward. Since I always equated "normal attack damage" with "gairo's attack damage" (because I thought these skills didn't affect skill damage and I thought gairo damage is always normal damage), I thought this formula was pretty simple: attack attribute * 1.15.
Unfortunately, things are not always that simple because for skills like Bounty, the description reads "increases normal attack and spirit attack damage caused by friendly gairos by 15%". So what then? What does that mean? If they make a distinction between "normal damage" and "spirit damage", then either it means that gairos can launch both normal damage attacks and spirit damage attacks (which is in contradiction with my first assumption that gairos only had normal attack damage, and that is why gairos like poseidon, who have a ridiculously low attack attribute, are often placed in the rear because their "normal damage" is irrelevant in battle) or it means that the effects of these skills apply to both the gairo's attack and the skills' attack (which I also thought was not the case). And that contradiction is what got me to question my prior thinking.
After discussing the matter with my friend MegaWind, we came to the conclusion that it was my second assumption that was incorrect and that these damage effect skills affect other skills' damage as well as normal gairo damage. However, that doesn't make things any simpler unfortunately.
The fact that skill damage is affected by damage effect skills makes the whole TDT computation very complicated. In the spreadsheet, the calculation of each TDT is based on the parameters of that individual skill. However, if damage effect skills affect other skills' damage, then I would need to know all the skills deployed in the army before raising that overall damage by 15%. That's outside of the scope of the TDT (because the TDT is meant to be an objective mathematical calculation that reflects the absolute power of a skill, independently from the gairo it is equipped on and the rest of the army configuration). So I guess all I can do for the individual TDT computation is ignore the damage of all other skills except the damage of the current skill (the damage effect skill itself). But since most damage effect skills don't produce any damage themselves (they only increase the damage of other gairos and skills deployed in the army), there's nothing for me to raise and the TDT cannot be modified to include the effects of damage effect skills unfortunately.
- Damage Decrease: Unlike the first bullet point (Damage Increase),
the "Damage Decrease" effect does not apply to my army and does not
affect the attack power of my army. So it cannot be included into the
adjusted TDT unless the adjusted TDT some day grows to the point that it
becomes a complete mathematical description of the battle algorithm,
which would then take into consideration both your army's Total Damage
Throughput and the enemy's attack power as well.
- Attribute Increase/Decrease Effects: These are skills that increase
allied attributes and/or decrease enemy attributes. Once again, they
cannot be included into a TDT but could some day be included into an
overall battle algorithm that takes the entire allied and enemy army
configurations into consideration.
- Grant First Strike: Some skills grant first strike. While this does
not in itself affect the TDT formula, it does give an advantage to your
army because of the Lanchester Law
as discussed in the Intermediate Guide. Unfortunately, I don't see for
now how I can include this adjustment factor into the TDT forumla.
- Remove Positive/Negative Effects: I don't see how this can be
factored into the TDT. This needs to remain a separate factor (flag)
next to the TDT.
- Protect Allies: I have no clue how to factor this into the TDT.
- Soldiers Lost: Some skill descriptions say "At the cost of losing a
certain amount of soldiers". This is important because of the Lanchester Law
discussed in the Intermediate Guide. However, since none of these
skills' descriptions mention exactly how many soldiers are lost, there
is not much I can do to adjust the TDT formula based on that
information. I could certainly assume something random like 5%
of soldiers lost, but that would not be accurate as it could be 1% or
10% (or even more). So I have no choice but to ignore this factor for
now until I find out more information (maybe by reading the battle
reports and trying to figure out if there's a constant soldier loss rate
or even a range).
- During This Battle: Some skill descriptions (like Guidance) start
with "During this battle". As opposed to what? tomorrow's battle? I am
not sure what that subordinate clause does because of course all skills
apply "during this battle". It seems to me that it is unnecessary
information. So I'm ignoring it for now.
- After Battle Begins: Some skill descriptions (like Scheme) start
with "After battle begins". Once again, it seems this information is
unnecessary. I understand that some skills are applied during the prep
phase (before turn 1), not after the battle begins, but I don't see how
that would change anything to the total damage throughput of a skill. So
I'm ignoring that information until proven otherwise.
- After Normal Attack: Some skills have "after a normal attack" or
"following a normal attack" in their description. Of course any skill
attack is launched after a gairo's normal attack so I don't see why it
is necessary to specify that for some skills. It appears that this
phrase only shows up in Chase skills so it is redundant information and
does not convey any additional information and can therefore be ignored.
However, it is interesting to note that one chase skill (Cleansing
Fire) is the only exception where the phrase "after a normal attack"
does not appear in the description. In any case, it appears to be
redundant information that does not affect the TDT computation and I'm
ignoring it for now.
So it looks like, for the time being, the adjusted TDT as it is described right now in the Adjustment Factors section (i.e. only including the prep turn adjustment factor, the number of turns, the starting turn and the first number of turns) is most likely the best formula I can make out of the data from individual skills. Any additional tweaking will require knowledge of the whole battle configuration (all gairos and skills including the full enemy configuration as well), which would lead to a complete battle algorithm that is beyond the scope of the TDT.
Personal Growth:
Some of you have encountered a point where you are unsure where to go next. Here are a few thing to help you keep your journey alive. Ask your self these questions.
WHAT DO I NEED TO DO?
Growth. Keep dropping lower lands and taking higher lands.
The change over from lvl 4s to lvl 5 lands is the largest influence change. This is where resources will really start coming in.
WHAT IS THERE TO DO WHEN IM NOT SIEGING?
Continue to build your main armies and build subs when you can.
The resource bonus you receive from your Subcitys resource buildings stack with your main. It is cheaper to build a sub to and upgrade its resource buildings to leve 10 than push your main citys to lvl 20. Also in your Subs build runners. A "Runner" is a 1 or 2 gairo team with 2K+ soldiers and HIGH speed. Don't worry about attack, or siege, just speed. Laocoom, Hermes, Ve, Epimetheus and others have high speed. These will help you build paths to resources faster. They DONT need to waste any of your skills! (*The "Speed up" skill DOES NOT effect travel time, But you can put "Attack up" or "Defense up" for long distance attacks.*)
They will only be able to handle lvl 1 and 2 lands but you can reach them far and fast.
If you are squeezed in and need to expand, find an alliance member with some room around them and send a runner to take a level 1 tile and build a fort. You now can send a main team out there to clear a spot for a sub.
Infrastructure:
You should always keep Government Hall 7 and getting those Barracks as priority #1. Level 10 Barraks should have you capturing level 5 lands in 1 hit. Reaching level 15 Barracks with 3 Gairo armies will get you to level 6 lands.
Just like your Main City you have the ability tobuild Market places in your Subs. This will help reduce the ratio for trades. Building 3 Marker places will effectively change the trading ratio from 10:4 to 10:6 ratio. 10:6 is the best ratio you can get and you won't regret it.
Once you take Level6 lands you can begin to work on your Government Hall 8, Drill Grounds, and Front Barracks so you can have 5 full armies. You'll be spreading like a wildfire!
Coins:
Keep using coins for cards. Black market any rares for coins take them. Anything 2star and lower burn for exp. Level up your Gairos Primary skills in your main city army so you can unlock their third skills.
As we prepare for city attacks please take time to prepare mentally. Here is a basic guide on Assault and Siege Teams for attacking NPC Cities.
District Tiles:
Before taking the city, a small group of strong players will need to take a city district in order to have access to the city's center tile. As I mentioned above, a level 3 city district has 2 waves of 18k troops so 2 or 3 players with 10k+ armies each should be enough to capture the district. Because the district is a small operation, there is no need to advertise it to the whole alliance. It might only confuse the rookies. In fact, even for higher level cities, it is rarely ever needed to make the taking of the district an alliance-wide operation. Also, city districts only have a durability of 100 so there will be no need for backup siege armies. Early in the game, it might be wiser for the chief to schedule the city district 24 hours before the city siege itself. This way, the players participating in the district siege have time to recall their troops, re-conscript, and refill their stamina before the actual city siege.Assault Team:
Once the commander determines that the assault can go on as planned (or is delayed by 15 minutes for example), he/she can announce in the chat channel that all players need to time their armies to land at or after the newly announced attack time. From this moment on, people should refrain from cluttering the chat channel so no more talking about your boyfriend or that football game last night or even general game questions. If your troops are five minutes away from the target, then you should launch five minutes before the landing time. If, on the other hand, you are only two minutes away, then you should wait until two minutes before landing time before you launch your troops to land at the same time. Many players do not respect the landing time. It's up to the leadership to decide how strict they want to be about this. Im usually very strict about this and I request that players land exactly or a few seconds after the siege time (but not 5 or 10 seconds early).Additionally, in some alliances, players are asked to land based on their army size. So the heavy hitters are asked to land exactly at siege time whereas the smaller armies are asked to land 2 minutes later. I do not think this is effective at all. I'm going to try to explain why. Let's assume you have enough heavy hitters to finish off all the waves of defenders, then by the time the smaller armies arrive, there will not be any defenders left and the small armies will serve as siege. The problem with that is the siege value of assault armies is usually ridiculously low and it is simply a waste to build a fort for an assault army just to end up using it as pitiful siege. Additionally, the smaller players will get disgruntled from being discriminated against and not given a fair chance at battling defenders and they might learn that their help is not needed and end up not showing up for future sieges. I agree that the smaller armies will only make a small dent into defender waves that are 5 times bigger and will definitely get slaughtered but it is up to the players to decide whether they want to sacrifice their troops. If they didn't want to sacrifice their troops, then they should have sent siege in the first place. But since they have already invested resources and orders building a fort and upgrading it, it is too late to try to "protect" them. On the other hand, if your alliance does not have the necessary number of heavy hitters to finish off all defender waves, then the help of the small armies is definitely needed. But this is where the opinions differ. Those who suggest to send to the smaller armies after the heavy hitters are under the impression that somehow the defenders get weaker but that is absolutely not true. If a small hitter ends up landing first and hitting a full 18k wave of defenders, it'll do no more or less damage than if it landed after the heavy hitters and hit the 6th or 7th full wave of defenders. It's true that the first of the small hitters that lands after the heavy hitters will land on a weakened wave and his small army will be able to do more damage than against a full fresh wave of defenders but after that first small hitter (assuming he/she could finish off the wave), another small hitter will land on a full wave of defenders and will not be able to do any more damage than if he/she had landed first ahead of everyone else. So, what difference does it make if the small hitters land in between the heavy hitters or afterwards? The only time it would make a difference is if somehow you are capable of coordinating all attacks to land in such a way that the heavy hitters land on the fresh full 18k waves and catch draws while all the smaller armies land on the weakened draws and finish off the waves. But that is preposterous! It is impossible to achieve such coordination in a timely fashion. That's why, when I'm in charge of NPC sieges, I request ALL players big or small to land at exactly the same time and give an equal opportunity to everybody to get raped by the defenders.
Every once in a while, players ask for permission to land first. If such permission is given to them, other players should time their attacks to make sure they land after the chosen first-hitter. Landing before would be considered sniping and sniping is very inconsiderate. I personally rarely ever allow first-hits because I don't like favoritism of any kind and allowing one player to have first hit usually only achieves one thing: It creates jealousy among players and I'd rather avoid that. The only time I might allow someone to have a first hit is as a reward for something they did for the alliance. Also, a commander or a leader that gives himself/herself priority to have first hit every time is another example of a big selfish jerk and shouldn't be surprised when people no longer respect his/her authority. As a leader in many other MMO-RPGs, I have always gone out of my way to make sure I was last to pick just so that no one would ever be under the impression that I used my position to selfishly get an advantage over others. That's the cost of the leadership. I've seen leaders/officers give themselves first-hit, "reserve" themselves districts, military camps, or front-row tiles at NPC sieges. I do not condone any of these behaviors and you will never catch me doing any of them.
Technical Tip: During large sieges (where dozens of players are attacking a system city), there will be so many armies traveling on the screen to the center tile that it becomes very easy for people to accidentally select a city district instead of the city's center tile. This happens much more often that you might think, believe me. And the troops sent to battle the district are lost in vain. To avoid that situation, it is recommended that you zoom in before selecting the center tile. To zoom in, simply pinch out the screen with two fingers. To zoom back out, pinch back in. Either way, you should always verify the target in the attack confirmation box before you launch your attack though I understand how people can easily overlook that detail during the excitement of the siege.
Make sure your not attacking the District Tiles when attacking the City. When attack an NPC City you should alway be hitting the center!
Siege Team:
Once all waves of defenders have been defeated (they appear on the left side of the city's description box), the commander will announce on the chat channel "SIEGE". When you see that, all players present at the siege will launch their siege armies (and even their assault armies if the latter have reasonable siege) and it'll be a free for all until the durability is reduced to zero. Keep in mind that the siege armies do not need to be fully conscripted but need enough troops to defeat the city guards (for a level 3 city, there will be 1200 city guards at each battle). Also, be aware that you will not have any time to re-conscript your troops at the fort because you only have one hour from the moment the very first assault landed to reach zero durability.If the city is not captured within an hour of the very first attack (either because not all waves could be defeated or because the durability could not be brought down to zero in time), then all defenders will re-spawn and the attack will need to be cancelled until the alliance is better prepared. Because of this, players should be careful not to attack early. Imagine the following scenario: Someone from the alliance either mischievously or accidentally attacks the city 40 minutes before the scheduled attack time. Nobody notices (commander! it's your responsibility to check) and the alliance starts the assault at the scheduled time. However, 20 minutes after they start the assault (and 60 minutes after that rogue attack), the defenders re-spawn before the alliance was able to successfully capture the city, causing all those troops to be lost in vain. So, if you accidentally attack early, thats ok just make leadership aware in chat. Communicate the time left on wounded troops and await there response.
If the city is successfully captured within the hour, then the whole alliance will get a much welcomed resource production bonus and the alliance ranking will significantly go up.

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