A lot of players wonder how Bear Battles work, so I made this post to explain the mechanics and help you deal more damage.
How Bear Battles work:
- Bear is made up of 5000 special infantry troops with 10 Defense and 83.33 Health each.
- Bear Battles last 10 turns, unlike normal battles that go until all troops on one side are dead.
- Since Bear is infantry, Archers deal 10% extra damage because of the “Ranged Strike” skill.
- The damage you deal to Bear is the total from all three troop types over 10 rounds. The damage stays constant if no chance-based hero skills are involved, because your troops don’t die in Bear Battles and SkillMod stays at 1 without hero skills.
- The +25% damage bonus from upgrading Bear Trap level actually adds +25% Attack to the stats of all troop types.
Now, let’s look at an example simulation.
1) Base troop stats (T6, TG0)
The known base stats of used troops:
- Infantry T6: Attack 243, Lethality 10, Health 730, Defense 10.
- Cavalry T6: Attack 730, Lethality 10, Health 243, Defense 10.
- Archer T6: Attack 974, Lethality 10, Health 183, Defense 10.
Bear troops:
- infantry_bear stats: Defense 10, Health 83.3333.
- Bear has 5000 infantry_bear.
2) Apply Bear Level bonus (+25% attack)
Bear level 5 gives +5% attack per level, so +25% attack total. Per‑troop attack formula (no heroes so SkillMod stays constant):
attack_per_troop = base_attack × (1 + attack_bonus) × base_lethality / 100
Because lethality is 10:
attack_per_troop = base_attack × 1.25 × 10 / 100
= base_attack × 0.125
So:
Infantry attack per troop = 243 × 0.125 = 30.375
Cavalry attack per troop = 730 × 0.125 = 91.25
Archer attack per troop = 974 × 0.125 = 121.75
Bear defense per troop:
bear_defense = Health × Defense / 100
= 83.3333 × 10 / 100
= 8.33333
(Used for all unit types because they all target bear infantry.)
3) Army size factor (same every round)
The code uses:
army = sqrt(remaining_ut × army_min)
Attacker total = 18,000; bear total = 5,000 → army_min = 5,000.
So for each unit type (6000 troops):
army = sqrt(6000 × 5000) = 5477.2256
4) Base damage per unit type (round 0)
Base damage formula:
base_damage = army × attack_by_type / defense_by_type / 100 * skillmod
Using bear defense = 8.33333:
Infantry: 5477.2256 × 30.375 / 8.33333 / 100 = 199.645
Cavalry: 5477.2256 × 91.25 / 8.33333 / 100 = 599.756
Archer: 5477.2256 × 121.75 / 8.33333 / 100 = 800.223
Then apply +10% to Archer only (Ranged Strike vs infantry):
Archer damage becomes = 800.223 × 1.10 (skillmod) = 880.245
Total round‑0 damage = 1,679.647
5) Total 10 round damage
1,679.647 * 10 = 16796.47
The game’s final bear score uses ceiling of total damage:
ceil(16796.47 ) = 16,797
Final Expected Damage (for players):
Expected 10‑round bear damage = 16,797
This Battle run on the simulator gives exactly the same damage points:

Hi Thanks your kind.
I have a question something one.
In korean server, we use usally 1 : 1 : 8 , 1 : 19 : 80
How any ratio of infantry, cavalry, archer is better in bear trap?
In theory, 1 : 1 : 98 is better than anything?
1% Infantry is usually fine, but you should add more Cavalry since they deal solid damage too. The formula uses the square root of troop count, so stacking too many Archers gives diminishing returns. That’s why it’s better to mix in some Cavalry.
I recently made a tool that finds the ideal Bear formation based on your stats, heroes, and troop levels. You can check it out here: kingshotsimulator.com
Where did you see that the attack and lethality stats of T6 archers are10 and 974? From the archer training camp, the stats i see are 10 and 11 for attack and lethality
The troop stats you see in the game aren’t the real ones; they’re just placeholders. The actual base stats are very different. You can check the real base stats on kingshotsimulator.com.