To be a good rally leader or joiner, you need to understand how joiner heroes work and how their stats are calculated. They can make a huge difference in battle outcomes. A few good joiners can completely change how your rally performs.
In this article, I’ll explain some joiner mechanics that most people don’t know about.
How Joiner Heroes Work
When you launch a rally, your alliance members can send their troops and heroes. The important part is the first slot hero of each member. That hero is treated as the joiner hero.
For example, if you join with [Chenko] [Howard] [Quinn], then Chenko (the first slot) is counted as the joiner hero. The first skill of that hero (in this case, Chenko’s Stand of Arms) gets added as an extra rally skill. A rally can gain up to 4 extra skills from joiners.
- Each member can contribute 1 joiner skill.
- Only the first 4 members who join with a maxed first skill get counted.
- If one of the early joiners doesn’t have their first skill maxed, then the next player in line can fill the spot.
Basically, maxed joiner skills take priority.
The Damage Formula (Simplified)
Here’s the latest simplified version of the damage formula:
Kills = √Troops × (Attack × Lethality) / (Enemy’s Defense × Enemy’s Health) × SkillMod
I’ve explained this formula in more detail in my article “Lethality, Attack, Defense & Health – What They Actually Do.” For now, what matters for joiners is the SkillMod part.
SkillMod = (DamageUp * OppDefenseDown) / (OppDamageDown * DefenseUp)
In this formula, DefenseUp and OppDamageDown come from the defender, while DamageUp and OppDefenseDown come from the attacker.
When a joiner hero’s first skill boosts Attack or Lethality, it counts as DamageUp. That means Attack and Lethality joiners basically work the same. For example, 4 Amanes = 4 Chenkos in terms of joiner value.
The only difference is in their identifiers (effect_op).
- Attack = 102
- Lethality = 101
Because the game treats them as separate identifiers, stacking them works differently. In Python, it looks like this:
damageUp = math.prod((1.0 + val/100.0) for val in stats_dict['DamageUp'].values())
Stacking Joiners: Same vs. Different
- Stacking the same heroes → their buffs just add up.
- Mixing different heroes → their buffs multiply, which gives more damage.
Example 1: Four of the Same Hero (Amane or Chenko, 25% each)
Four Amanes → bonus_effects['DamageUp'][102] = 25 + 25 + 25 + 25 = 100
Four Chenkos → bonus_effects['DamageUp'][101] = 25 + 25 + 25 + 25 = 100
damageUp = 1 + 100/100 = 2.0 (100% boost)
Example 2: Two Amanes + Two Chenkos (25% each)
Amane = effect_op 102 → total 50
Chenko = effect_op 101 → total 50
bonus_effects['DamageUp'] = {101: 50, 102: 50}
damageUp = (1 + 50/100) * (1 + 50/100)
damageUp = 1.5 * 1.5 = 2.25 (125% boost)
Result:
- Four identical heroes → 2.0 (100% boost)
- Two Amane + Two Chenko → 2.25 (125% boost)
That’s a 12.5% extra damage just from mixing heroes.
Why This Happens
The math.prod function multiplies buffs if they have different effect_op values.
- Same effect_op → buffs only add.
- Different effect_op → buffs compound multiplicatively.
Joiner Heroes, Their Effects & Identifiers
Here’s a list of joiner heroes and how their first skills are counted:
- Chenko: DamageUp (101)
- Amadeus: DamageUp (101)
- Yeonwoo: DamageUp (101)
- Amane: DamageUp (102)
- Howard: DefenseUp (111)
- Quinn: DefenseUp (111)
- Gordon: DefenseUp (113)
- Fahd: OppDamageDown (201)
- Saul: DefenseUp / DefenseUp (112 / 113)
- Hilde: DefenseUp / DamageUp (112 / 102)
- Eric: OppDamageDown (202)
- Margot: DamageUp (102)
If you stack joiners with the same effect but different effect_op, you’ll get a stronger SkillMod than if you use heroes with the same effect and same effect_op.
Tests
I ran a few tests on my mini accounts to show how Lethality and Attack joiners stack together. I kept the stats and troops exactly the same for both the attacker and defender — the only thing I changed was the joiners.
In the first test, I used 2 Yeonwoos as joiners, which resulted in 185 defender deaths. In the second test, I kept everything identical (since all accounts were mine) but used Yeonwoo + Amane as joiners instead — this time, the defender had 187 deaths.
The difference is small here, but it can be much bigger when you have 4 joiners (with level 5 skills) and larger troop counts.
Yeonwoo + Yeonwoo as joiners:


Yeonwoo + Amane as joiners:


I kept the stats, troops, and everything else exactly the same in both simulations — the only thing I changed was the joiner heroes.
I also ran the same battles through my battle simulator, which uses the joiner mechanics I explained at the top of this post. The results for both battles matched perfectly, proving that my explanation of the joiner mechanics and damage formula is exactly the same as what the game uses.


Gordon: DefenseUp (113) should be Gordon: Health Up(113)
Thanks for the insight.
Gordon and Howard are both counted as DefenseUp, but since they have different identifiers, their effects stack well.
Remember the formula for joiner skills:
SkillMod = (DamageUp * OppDefenseDown) / (OppDamageDown * DefenseUp)Notice there’s no Health Up in that formula.
Thank you for the detailed guide! With these insights, can Quinn be used interchangeably with Howard for defense/garrison joiners? I am always wondering why Quinn is never mentioned for defense.
Quinn and Howard are same as joiners.
Hey Daryl,
Do the lethality buff heroes act multiplicatively or are they additive?
That is to clarify, are these the same effect_op then? Is the effect_op the number in parentheses?
Chenko: DamageUp (101)
Amadeus: DamageUp (101)
Yeonwoo: DamageUp (101)
I appreciate you.
Lethality heroes all have the same effect_op (101), so their effects stack additively. But if you add Amane, she stacks with them multiplicatively since her effect_op is 102. Yes, effect_op is in parentheses.
Are heroes on defense and garrison also included? Are there any recommended formations, including the participating heroes?
Yes, 4 Gordons give you 2.00 DefenseUp, while 2 Gordons + 2 Howards give 2.1. But a mix like 2 Gordons + Fahd + Howard balances things better with 1.8 DefenseUp and 1.2 OppDamageDown, which cuts both damage taken and enemy damage. The key is sending the right main heroes with garrison widgets for defense and rally widgets for attack.
Thank you for your efforts, really appreciated.
My first question is, using 2 different damageup and 2 different defenceup skill will maximise the efficiency, or it doesnt effect to use defence skill on attack rally (or vica verse)?
2. As far as it seems, there are 3 defenseup and one damage down we can combine. So what will be the result if we use howard, saul fahd and gordon?
All four values—DamageUp, DefenseUp, OppDefenseDown, and OppDamageDown—affect both attack and garrison, so they’re all important. Sending heroes with different effect_op can give better results.
How are OppDamageDown and OppDefence down calculated?
Am i correct that in the case of OppDamageDown, according to the formula they only affect the opponents DamageUp values from rally/garrison joiners if they have a value greater than 0 there?
Does that also mean that joining a rally or garrison with Fahd is useless if the opponent doesn’t have any joiners with a DamageUp skill?
Or will it reduce the Opponents’s damage as a whole (after all bonusses are applied on their end)?
How does OppDamageDown stack? I assume you cant reduce the oponents damage all the way to 0 by simply hosting a rally with Fahd and then joining with 4x Fahd?
Another Question;
Does Howard provide only 20% DefenceUp vs Gordon’s +25%?
In that case 3x Howard + 1x Gordon would yield less stats than 3x Gordon and 1x Howard or 2x/2x.
1. Calculation:
OppDamageDown: math.prod((1.0 + val / 100.0)) sums values by operator (e.g., Fahd’s 20%, op: 201), increasing coef denominator, reducing damage.
OppDefenseDown: Same formula, increases numerator. No heroes here use it (1.0).
2. OppDamageDown vs. DamageUp:
No, it reduces total coef, not just DamageUp. E.g., 5 Fahds: oppDamageDown = 2.0, coef (skillmod) = 1.0 / 2.0 = 0.5.
3. Fahd’s Value:
Fahd reduces total damage (e.g., 1.0 / 1.2 = 0.833 for one Fahd), effective even without opponent DamageUp.
4. Stacking:
Same op (e.g., 5 Fahds, op: 201): 100%, oppDamageDown = 2.0. Different ops multiply. Can’t reach zero damage.
5. Calculating DefenseUp
3 Gordons 1 Howard:
normal_effects[‘DefenseUp’][113] = 25 + 25 + 25 = 75
normal_effects[‘DefenseUp’][111] = 20
defenseUp = (1.0 + 75/100.0) * (1.0 + 20/100.0) = 1.75 * 1.2 = 2.1
3 Howards 1 Gordon:
normal_effects[‘DefenseUp’][113] = 25
normal_effects[‘DefenseUp’][111] = 20 + 20 + 20 = 60
defenseUp = (1.0 + 25/100.0) * (1.0 + 60/100.0) = 1.25 * 1.6 = 2
Hi, Daryl, really appreciate what you’ve shared so far, been enjoying reading it, thanks a llot. However noob question here, if I were to join a bear rally with chenko, does it matter if I strip off my gear or not? I saw some posts said that it doesn’t matter, but aint the gear also meant to boost up attack as well that’s calculated within the damage score?
The gear on joiner heroes doesn’t matter, so you don’t need to put any on Chenko as a joiner. In Bear Battle, the damage comes from your troops, but the stats all come from the rally leader. So if you join a strong player’s rally with the same amount of troops, you’ll deal more damage.
Ahh cool, now I get it, thanks a bunch, cheers!
Thanks Daryl,
This is super interesting stuff. I wanted to make sure I am understanding this correctly. So in Gen 2 then the best joiner combos would be
Attack: Chenko, Amane, Yeonwoo, Amadeus
would be 1.25*1.25*1.25*1.25=2.44 since they are 4 separate heroes correct?
Similarly would the best Garrison be
Gordon, Saul, Fahd, and Howard or Quinn
Defense up 1.25*1.25*1.2 = 1.875
Fahd damage reduction 1/1.2 = .833
It’s not about the heroes themselves, it’s the effect_op that matters. Amadeus, Chenko, and Yeonwoo all have the same effect_op (101), so their buffs stack additively. Amane has a different effect_op (102), so she stacks multiplicatively with Chenko/Amadeus/Yeonwoo. For example, Chenko + Amadeus = 1.50, but Chenko + Amane = 1.56.
Based on this algorithm, does it mean that we might not need to distinguish between offensive and defensive rallies anymore? Would it be enough to simply select four heroes with different identifiers? For example, if I use Chenko, Howard, Gordon, and Fahd, would that give the maximum benefit?
Thank you for the clarification. And if we still do need to distinguish between offensive and defensive rallies, then for defense, would the strongest lineup be Howard, Gordon, Fahd + Saul, or Howard, Gordon, Fahd + Hilde?
Yes, you can use the same joiner heroes for both attack and defense. The best combo right now is Saul, Hilde, Hilde, and Chenko. If you still want to stick with the old 4 Gordons setup for garrison, at least go with 4 Sauls instead since they give a much bigger defense boost.
but for offensive rallys, like taking over a fortress thats occupied by an ememy alliance, wouldn’t 2x 101 and 2x 201s be the best? or would Saul, Fahd, Chenko, and Amane still be best?
It’s best to choose your joiner heroes based on the enemy’s garrison heroes and calculate the skillmod beforehand to gain an advantage. But, a generally safe approach is to use four different joiner heroes with a mix of defenders and damage dealers in both your garrison and rally, since battles involve both taking and dealing damage.
Daryl,
Thanks for all of your sterling work which is greatly appreciated.
To make sure I have understood this properly, can I please check the detail of why 4 Sauls gives a bigger defense boast than 4 Gordons. Is it because
4 Gordons
normal_effects[‘DefenseUp’][113] = 25 + 25 + 25 +25 = 100
defenseUp = (1.0 + 100/100) = 2.0
4 Sauls
normal_effects[‘DefenseUp’][112] = 10 + 10 + 10 + 10 = 40
normal_effects[‘DefenseUp’][113] = 15 + 15 + 15 + 15 = 60
defenseUp = (1.0 + 40/100) * (1.0 + 60/100) = 1.4 * 1.6 = 2.24
Have I got that right or am I missing something ?
You got it right.
I think the highest-effect setup should only fall into one main case, with 6 possible variations. Both Saul (112/113) and Hilde (112/102) must always be included.
From the following four categories, pick any two:
• Chenko, Amadeus, Yeonwoo (101)
• Howard, Quinn (111)
• Fahd (201)
• Eric (202)
That produces 6 possible strongest configurations.
For Second-Generation heroes, the rule narrows: from these three categories, pick any two, giving 3 total cases:
• Chenko, Amadeus, Yeonwoo (101)
• Howard, Quinn (111)
• Fahd (201)
Hy Daryl,
What about joining with 1x Petra and 3x Chenko?
Petras first expedition skill is Enemy Damage Taken UP. Is this the same as DamageUp in the formulas?
When launching a rally against an enemy, it’s best to check what heroes they’re garrisoning with. For example, a setup with four Gordons can easily be countered using two Amanes and two Chenkos, since your DamageUp will be higher than their DefenseUp. And yes — Petra’s first skill also provides a DamageUp effect.
So is that the formula for joiners only or how does it work with the rally leaders hero’s for example would it be bad to use Hilde as a hero by the rally leader while also using Hilde as one of
The joining Heroes
Joiner effects stack with Rally Leaders — so don’t forget to include your leading heroes when working out the total SkillMod.
Thanks a lot for taking the time to answer !
So if using a leading trio with mostly defensive skills (say S3 typical garrison Eric/Hilde/Jaeger), balancing things out with 2 Amanes and 2 Chenkos as joiner skills would overall give a huge skillmod advantage against someone who is going all out offense (say Amadeus/Petra/Marlin with 4 Chenkos as a lot of people are still doing), wouldn’t it ?
Also where do widget skills apply ? In the first part of the formula or in the skillmod part ? I’m confused because widget effects show in the battle report whereas joiner hero skills effects do not. In a vacuum people have found that a +10% health bonus from a Gordon skill has the same effect on casualties as a +10% health bonus from the city buffs.
Yes, 2 Amanes and 2 Chenkos give you about 12.5% more damage than using 4 Chenkos or 4 Amanes.
Widget skills are just stat boosts; they increase Lethality, Attack, Defense, and Health. They don’t have a specific role in the damage formula; they just affect the stats section of it.
Joiner skills, on the other hand, go into the SkillMod, which means they’re separate from Lethality, Attack, Defense, and Health so they’ll never show up in the Battle Report.
Noted about widget skills, thanks !
Last KvK I was garrisoning a turret with Eric/Hilde/Jaeger and a guy with very similar stats and troops to mine attacked me multiple times with Amadeus/Petra/Marlin.
He was stacking 4 25% lethality buffs everytime.
I lost once with Saul Gordon Gordon Chenko (261k residents left on his side).
Later I won twice pretty decisively (468k residents left with Saul Hilde Chenko Chenko ; 429k resident left with Hilde Saul Amane Chenko).
Looking at RNG skills procs the battle I lost lasted much longer than the ones I won (over twice as many Petra procs for instance).
Which leads me to believe that asking joiners to use Amane/Chenko for garrison is very strong when the people attacking have very low DefenseUp and OppDamageDown in their skillmod (as is the case when they run Amadeus/Petra/Marlin and 4 Chenkos).
Anyway keep up the great work ! I love your calculators too.
Yes, you are right about that. We have a lot of such discussions in Kingshot’s Official Discord. Check that out sometime.
What are the recommended combinations in defense? Isn’t Howard 4 a good option?
Howard isn’t a great pick — his DefenseUp is 0.20 vs Gordon’s 0.25, so using four Howards is a bad choice.
In my alliance, nobody believes me that Fahd is a good defensive hero. We’re now in Season 3 — which heroes do you think are the best for defense?
Right now, the alliance is using a mix of Hilde, Gordon, Howard, and Chenko.
That’s a good mix — way better than using 4 Gordons. Having 4 different heroes as joiners gives the best performance for both attack and garrison.
Hey Daryl, thanks for all your efforts on this, it’s really appreciated! However, you mentioned elsewhere that the best rally joiner lineup for both attack and defense is Chenko, Amane, Saul, and Fahd. I’m not sure this is correct, as it seems to overlook an important aspect of PvP combat: My understanding is that this is turn-based, with the attacker always having the first turn.
In that case, it would be more beneficial to focus on DefenseUp and OppDamageDown bonuses when garrisoned, and DamageUp and OppDefenseDown when attacking. This is because, when attacking, you will gain the benefit of any +damage modifiers a whole turn ahead of any +defense modifiers. In that way, +attack indirectly boosts your defense as well. I’ll give an example below to illustrate the point using completely arbitrary numbers…
The battles are symmetric; both sides’ stats and kills are calculated at the same time. If the attacker’s side was calculated first, they’d usually win since they’d deal damage before the defender could fight back. That would mean the defender’s troop count drops first, and when their damage is calculated with fewer troops, they’d lose even if both sides had equal stats.
But that’s not how it works. Since both attacker and defender kills are calculated simultaneously, if both deal equal damage, the next round starts again with equal stats so it usually ends in a draw.
Let’s say in round 1 of combat, on turn 1 you would ordinarily eliminate 10,000 enemy troops, but with an attack bonus, you would instead eliminate 10,500. Then, with the attack bonus, on round 1 turn 2 (opponent’s attack), you would be defending against 500 less troops attacking your army. A +defense bonus does not give this same benefit, so, using a defensive hero instead of attacking will result in the opponent being stronger in every round of combat.
The opposite of course applies when garrisoned, as the opponent gets to attack on turn 1 of every round, so you gain the benefit of +defense modifiers a turn before +attack modifiers. Therefore, it is better to maximise defensive stats, since they will also effectively boost your attack (you lose less troops on turn 1, you attack back with more troops on turn 2 of each round).
I’m interested to know your thoughts on this! If I am right then I believe the optimal lineup when garrisoned for PvP would be 3 x Saul + Fahd. And when attacking in PvP would be 2 x Chenko and 2 x Yeonwoo, NOT a mixture of defensive and offensive heroes in both scenarios. What do you think?
Hello Daryl
Thank you for an excellent article. Although you have clearly mentioned that only first (left-most) Joiner Hero matters in Rally. But if you can comment if there is anyway 2nd and 3rd hero can impact the damage especially the personal damage of person joining the Rally. For example if someone joins a Rally with a blue Hero on 2nd/3rd slot, if it can reduce Rally or personal damage in any way? My question is with special focus on Bear Hunt.
Also i have noticed that if i put Diana/Fahd on 2nd/3rd slot during Bear Hunt, They Increase March Speed. Is My observation correct?
Hey,
Heroes in the 2nd and 3rd slots don’t matter when you’re joining someone else’s rally. Only the hero in your first slot contributes their first expedition skill.
Diana and Fahd only boost march speed when Rally Leader uses them.
Sorry i will emphasize on my question. Does Joining a Rally in Bear Hunt with blue Hero at 2nd Or 3rd slot impact My personal damage in anyway?
I understand that 1st Hero Top right Skill contribute to overall damage of Rally Including all joiners.
Heroes in the first and second slot won’t change your damage (as a joiner).
One addition to this: Diana and Fahd increase the march speed of your own troops when they return to your city after having attacked the bear, so you’re quicker home for joining the next rally
Thanks a lot for sharing your findings — this is really interesting stuff.
A few thoughts:
Where exactly do city buffs fit into the damage formula? Redditor MTwyDev showed that Gordon’s Lv2 skill (+10% health) has the same effect on casualties as a +10% health city bonus. However, the city buff is shown on the battle report, whereas Gordon’s skill bonus isn’t.
What about the “OppDefenseDown” effect? Do we know of any hero skills that actually modify that?
When running a garrison with a high percentage of infantry, does it still make sense to prioritize the “DefenseUp” part of the formula when picking joiners?
For an Eric/Hilde/Jaeger garrison, I’m thinking one of the best joiner setups for maximizing skill modifiers might be 2 Hildes, 1 Fahd, and 1 Chenko. Does that sound right?
Thanks again, and have a great day!
Hey,
City buffs are basically just extra stats — they don’t have a special spot in the formula. They simply boost your Attack, Lethality, Defense, or Health, or reduce the enemy’s stats when you use debuffs.
I haven’t seen any hero with OppDefenseDown as their first skill yet, but we’ll probably get one in later generations.
You also don’t need to pick specific joiner heroes for garrison or rally, since battles are symmetric; there’s no real advantage or disadvantage between attacking and defending. What actually matters are the widgets of your main heroes. So for rallies, use main heroes with widgets that boost rally stats, and for garrisons, use ones that boost garrison stats.
Out of interest, how are Eric/Fahd’s OppDamageDown applied?
Are they applied to their base damage before the opponent’s modifiers, or to the post modifier damage?
They go into the attacker’s SkillMod. So if you attack someone and they have Eric as a joiner, and you’re using 4 Chenkos, your SkillMod will be DamageUp = 2.0. From the enemy’s side, their OppDamageDown will affect your SkillMod — 4 Erics give OppDamageDown = 1.8.
To apply this in the formula:
SkillMod = DamageUp × OppDefenseDown / (DefenseUp × OppDamageDown)
So it becomes 2.0 / 1.8 = 1.111, meaning your final SkillMod will be 1.111.
Thanks for the awesome info. I’m fairly new, trying to wrap my head around everything. It seems that only the lead hero matters when joining someone else’s rally, so is there ever a reason to send more than one hero when joining someone else’s rally?
Yes, second and third heroes matter since they increase the amount of troops you can send as a joiner.
I have a question.
According to the explanation above, it says it’s better to mix different types of skills in one rally rather than stacking the same type of skill.
If that’s the case, does the troop type of the heroes (infantry/cavalry/archer) not matter?
Even if the heroes belong to the same troop type, as long as their skills are different, does it not make any difference?
For example, if I join a rally using the following heroes:
Saul – Hilde – Chenko – Chenko
Is my calculation correct?
=((1 + 10% + 10%) * (1 + 15%)) * ((1 + 15%) * (1 + 25% + 25%))
* Saul/Hilde defense increase skill
* Saul HP increase skill
* Hilde attack increase skill
* Chenko/Chenko critical rate skill
Could you check whether this formula is correct?
Troop type usually doesn’t matter for most joiner heroes unless the hero has a class-specific first skill, like Alcar in Gen 4. For most other joiners such as Saul, Hilde, Chenko, Amane, Amadeus, Margot; their skills work for all troop types, so your formation doesn’t make a difference.
If you use Saul, Hilde, Chenko, Chenko, the SkillMod will look like this:
2 Chenkos: DamageUp[101] = 25 + 25 = 50
Hilde: DamageUp[102] = 15
Total DamageUp = 1.50 * 1.15 = 1.725
Saul + Hilde: DefenseUp[112] = 10 + 10 = 20
Saul: DefenseUp[113] = 15
Total DefenseUp = 1.20 * 1.15 = 1.38
DamageUp is used in SkillMod when your troops attack, and DefenseUp is used in the enemy’s SkillMod when your troops get attacked.
Amazing article, thank you for that.
Question about joining bear rallies. Would Hilde be a good addition as a rally joiner first hero since she gives +attack?
For example would 3xChenko plus 1 Hilde be better than 4xChenko?
Obviously Amane would be even betrer, but if you are already sending full marches with Chenko, Yeonwoo and Amane, then a 4th joiner rally with Hilde is a nice addition, right?
3 Chenkos and 1 Hilde would have their SkillMod calculated like this:
3 Chenkos: DamageUp[101] = 25 + 25 + 25 = 75
Hilde: DamageUp[102] = 15
Total DamageUp = 1.75 * 1.15 = 1.95
4 Chenkos give a SkillMod of 2.0, so 3 Chenkos + 1 Hilde is slightly worse.
Hey Daryl! Gen 4 releases in a couple of days. What would you say is the best lineup for attack/defense in gen 4?
What 4 heroes should be used would for the garrison leader? And what heroes should ny members join with?
60/40 comp i guess is the meta now
If you want to use the 6:4 meta, you should include an archer hero whose skills boost all troop stats, since you won’t be using any archers and archer-only stats would be wasted. In this case, a good garrison leader lineup would be Margot, Alcar, and Saul, because Saul has permanent skills that boost all troops.
In my opinion, Saul and Hilde will always be the meta joiners, and you can use them for both defense and attack. A great joiner setup is 1 Saul, 2 Hildes, and 1 Chenko.
Hi Daryl,
does “the order” of the rally joiners matter? In other words, lets say there are 6 rally joiners, the first 4 joiners with chenko (as their first hero) and the 5th and 6th joiners with amane (as their first hero). So the damage calculation that you explained will be based on 4 chenkos or 2 chenkos and 2 amanes (which gives greater boost)?
Thanks a lot.
Only the first 4 joiner heroes with maxed-out first skills contribute to the additional rally skills, so in your example, the skills from 4 Chenkos will be used.
Hello, could you provide more details on how exactly the SkillMod formula works? You mentioned that: “In this formula, DefenseUp and OppDamageDown come from the defender, while DamageUp and OppDefenseDown come from the attacker.” Does that mean the DamageUp of the defender and the DefenseUp of the attacker is useless? I don’t think this is the case… and so, how is it applied to the formula? Please help TwT
Battles are turn-based, and both sides deal and take damage. When you deal damage, the formula looks like this:
Your Kills = √(Your Troops) × (Your Attack × Your Lethality) / (Enemy Defense × Enemy Health) × SkillMod
SkillMod = (Your DamageUp × Your OppDefenseDown) / (Enemy OppDamageDown × Enemy DefenseUp)
When your troops take damage, the formula looks like this:
Enemy Kills = √(Enemy Troops) × (Enemy Attack × Enemy Lethality) / (Your Defense × Your Health) × SkillMod
SkillMod = (Enemy DamageUp × Enemy OppDefenseDown) / (Your OppDamageDown × Your DefenseUp)
So in the end, all stats matter.
thanks man
” ROY was here”
Hello Daryl, hello guys.
I like this theme very much and want to know which OP-ID gen 5 Vivian has for her top right skill.
As it is neither “Attack up” nor “Lethality up” but first joiner hero with an “Enemy damage taken increase” (should be a “damage up” skill as well, I think, because when enemy takes more damage it is the same like more damage dealt)
But how is this new kind of effect dealt in the effect OP ID list?
Is there a new effect OP ID for Vivian’s skill as it is neither pure lethality nor pure attack but more like attack x lethality / 2 (roughly)?
We speculated how a rally join with the following skills would work:
2x Chenko, 1x Amane, 1x Vivian
Anything related to damage increase is treated as DamageUp in the SkillMod, whether it’s Attack Up, Lethality Up, or Damage Taken Up. Vivian’s first skill is almost the same as Chenko, Amadeus, and Yeonwoo’s, with an ID of 101.
Thank you for your guide, it’s fantastic! Could you please tell me if the Season 4 hero Alcar is suitable for garrisoning (joiner, leftmost), is he better than the 2 Gordon + 2 Howard combination, or could you provide suggestions for the best combination? Thank you.
You should prefer joiners with permanent buffs. Using four different joiners is usually the best, like Hilde, Saul, Chenko, Amane or Hilde, Saul, Chenko, Gordon. Avoid using Howard since he isn’t a good joiner hero.
This all doesn’t explain the chance based skills. If the Joiner is a Jabel, Petra, Marlin,etc … what happens then according to the damage formula?
Chance-based skills are rolled before the turn starts. If they trigger, their effects are applied to the SkillMod. All troop and hero skills, whether chance-based or not, are included in the SkillMod.