
Guard
The Shield
Built around Defense and Health.
- Strong against:
- Biker
- Weak against:
- Marksman

Squads & Troops
Build more. Upgrade smarter. Know when each one matters.
Training and promotion both make your army stronger — but they do it in very different ways.
Training grows your army. Promotion strengthens the troops you already have.
This guide breaks down when to use each option, where your speedups are best spent, and how to avoid wasting time or resources.
Section 1

The Shield
Built around Defense and Health.

The Breaker
Balanced offense with strong penetration.

The Damage Dealer
High offensive output but less durable.
Guard beats Biker. Biker beats Marksman. Marksman beats Guard.
Guard — The Shield
Strong against Biker · Weak against Marksman
Section 2
Tier VII = Second Skill Unlock
Section 3
Tier X — Royal
30
Division Level
66
Power
379
Load
2m 32s
Base Train Time
| Tier | Division Level | Power | Load | Base Train Time |
|---|---|---|---|---|
| I Rookie | 1 | 3 | 108 | 12 sec |
| II Junior | 4 | 4 | 124 | 17 sec |
| III Senior | 7 | 6 | 142 | 24 sec |
| IV Veteran | 11 | 9 | 164 | 32 sec |
| V Resolute | 13 | 13 | 188 | 44 sec |
| VI Heroic | 16 | 20 | 217 | 1 min |
| VII Fearless | 19 | 28 | 249 | 1m 23s |
| VIII Elite | 22 | 38 | 287 | 1m 53s |
| IX Honored | 26 | 50 | 330 | 2m 11s |
| X Royal | 30 | 66 | 379 | 2m 32s |
Rookie → Royal
3 → 66
Power
108 → 379
Load
12 sec → 2m 32s
Base Train Time
A single Royal troop has 22× the base power of a Rookie troop. Higher tiers take longer and cost more, but they pack dramatically more power into each troop slot.
Section 4

Training creates completely new troops. Every completed training queue pushes both numbers up:
Army Count ↑
More bodies
Army Power ↑
More total power
Each troop type has its own division:
Only one training queue can run in each division at a time.
The Training Loop
Section 5

Unlock Requirement
Promotion takes troops you already own and converts them into your highest currently unlocked tier.
T6 Heroic
T10 Royal
1 → 1
Troop Count
20 → 66
Troop Power
+46
Power Gained
Promotion does not add another troop.
Section 6
Train New T10 Guard
2,788 Ammo
vs.
Promote T9 → T10 Guard
1,394 Ammo
Myth
“Training low-tier troops and promoting them later saves resources.”
Reality
If you're starting from zero, the cumulative cost and training time to reach the final tier are the same.
Section 7
Train New
Makes your army bigger
+1 troop
Army Count
+66 power
Royal example
vs
Promote
Makes your army stronger per slot
50 → 66
T9 → T10 Power
+16 / +0
Power / Troops
Section 8
Training
Bigger Army
Many troops, standard strength.
Promotion
Stronger Army
Fewer, far heavier hitters per slot.
Work out roughly how many troops you can put on the field at once.
Simultaneous Deployment Cap
—
March Capacity × Queues
This is a strategy guideline rather than a hard rule. Extra troops can still be useful for defense, losses, and other gameplay situations.
Section 9
T1 → T10
1.09×
1,000 fresh-training capacity ≈ 1,090 promotions
T5 → T10
1.41×
≈ 1,410 promotions
T8 → T10
3.90×
≈ 3,900 promotions
T9 → T10
7.24×
≈ 7,240 promotions
Read This Correctly
Section 10
| Action | Power Gained | Time | Power / Sec | vs Fresh |
|---|---|---|---|---|
| Train T10 | 66 | 152s | 0.434 | Baseline |
| T1 → T10 | 63 | 140s | 0.450 | +3.7% |
| T5 → T10 | 53 | 108s | 0.491 | +13% |
| T7 → T10 | 38 | 69s | 0.551 | +27% |
| T8 → T10 | 28 | 39s | 0.718 | +65% |
| T9 → T10 | 16 | 21s | 0.762 | +76% |
T9 → T10
T9 → T10
Excellent Promotion Target
Promotion has a major power-per-time advantage.
Mid-Tier → Higher Tier
Good, But Not Magical
Often somewhat more efficient while also processing more existing troops.
Adjacent Tiers
Usually Close
Don't overthink tiny efficiency differences.
Need More Troops?
Train
Promotion cannot increase army count.
Section 11

Promotion can score during Troop Training events. But you receive credit for the power gained, not the full power of the finished troop.
T9 → T10
Promotion
50
T9 Power
66
T10 Power
+16
Event Power Gained
NOT +66.
Section 12

Wounded troops go to the Hospital. Healing costs roughly 10% of fresh training resources and time in this T10 Guard example.
Train New T10 Guard
vs
Heal T10 Guard
Protect Your Hospital Capacity
Section 13
T1 → T10
3 → 66
+63 Power
T9 → T10
50 → 66
+16 Power
Why Low-First?
Section 14
Answer a few questions and we'll point you in the right direction.
Question 1
Do you have enough troops to fill your available marches?
Section 15
Need more troops?
Train
Training increases army size.
Too many old troops?
Promote
Promotion increases power per existing troop.
Promotion looks cheaper?
Remember the sunk cost
You're paying only the remaining difference.
Have a T9 backlog?
Promotion shines
T9 → T10 offers exceptional queue throughput and power-per-time efficiency.
Training event?
Promotions score
But only the power increase counts.
Don't know where to start?
Low tiers first
Clean up T1–T5 before worrying about already-strong T9 troops.
The 5 Rules of Troop Building