Troop Stacking
Build the best army for Epic Monsters, CP Runs and PvP battles.
Account & presets
iBattle
Army limits
iTroops
iLoading units…
Mercenaries
(optional) i IncludeArmy bonuses
iPlayer
Battle
Army Limits
Army Limits
Army Limits
Max Fill finds the fullest safe stack at or below the entered army limit. Turn it off to enter your own fill percentage.
i
Leave this off to optimize Troops and Monsters only. Selected mercenaries use the Standard method. You can add, remove, or change mercenaries and Authority settings after optimization; Results and Battle Details update immediately without re-optimizing.
Turn it on to optimize Troops, Monsters, and selected Mercenaries together. Your Authority fill becomes a maximum: the result will never exceed it, but may use less Authority when that produces more expected lifetime damage. Changing mercenaries then requires re-optimization and can increase optimization time.
Unit Bonuses
Monster species follow Monsters, and human troop classes follow Humans, by default. Expand either row to enter profile-specific bonuses.
Global Battle Bonuses
Squad Separation is the target health gap between squads next to each other in the planned death order. A higher value creates a larger health gap but can use army capacity less efficiently. At 0.05%, each squad is targeted to have about 0.05% more health than the squad that should die after it.
Selection
Select only the units you want to send into battle. Selecting all available units can cause optimization to time out. Select a level to include all its units, or expand it to choose individual units.
Custom Die Order
Drag a squad tile into the order you want it to die. Units can be mixed between tiers within Troops, Monsters, or Mercs. On a phone, use the arrow buttons.
Cycle lines show predicted death thresholds for this Epic when your army attacks first. A tile with two cycle numbers shows army-first / Epic-first outcomes. These are estimates based on the current calculated stack.
Troops
Monsters
Mercs
Results
Capacity
Battle DetailsView predicted death order, attacks, and lifetime damage
Opening sacrifice
| Unit | Qty | Death | Attacks | Gold Revival | Damage / Opportunity | Lifetime Damage |
|---|
PvP Battle DetailsView predicted death order, revival cost, and expected PvP damage
| Unit | Qty | Death | Gold Revival | Silver Revival | Expected Damage | Reason |
|---|
Mercenaries
Monsters
Troops
Encounter Strategy
Encounter strategy
| Revival strategy | Gold + Potion outcome | Silver outcome | Dragon Coins outcome |
|---|---|---|---|
| — | — | — | |
| — | — | — | |
| — | — | — |
Silver and Dragon Coin spending uses minimum observed training costs from a fully developed, fully researched account.
Squad health by predicted death order. Select a point to view unit details.
Input Help
How Troop Stacking works
Read it start to finish once, or jump to the part you need.
1How a battle plays out
A fight is a back-and-forth of attacks. Each of your surviving squads gets chances to hit, the enemy squads hit back, and squads drop out as their health runs out. Troop Stacking follows every one of your squads through that exchange and adds up the damage it is expected to deal before it falls.
The very first attack is a coin flip between you and the enemy. From the second round on, the enemy always opens. Because the opening can go either way, the calculator plays the battle both ways and uses the average.
The battle mode decides what you are fighting:
- Epic Monster: four enemy squads, one each of Flying, Mounted, Melee and Ranged. Arachne brings eight, two of each type.
- CP Run: a single enemy squad that you pick in the enemy unit list.
- PvP: the enemy is unknown, so damage is averaged over every kind of squad you might meet.
2Which bonus row applies
In the Army bonuses table, every unit reads its numbers from exactly one row. What decides the row is the unit's species first, then its class.
- Beast, Dragon, Elemental and Giant units always use their species row, even when they sit among the specialists or mercenaries. A Royal Lion, for example, uses the Beast row.
- Guardsmen, Specialists and Engineers use their class row.
- Epic Hunters have their own row.
- Cursed, Demon, Elves, Undead and Barbarian units, and human mercenaries without a class, use the Guardsman row.
Rows marked Auto copy their parent row (Monsters or Humans). Untick Auto when one group has different numbers in your report, and type its own values.
3Damage per unit
Each unit starts from the strength printed on its card. Every bonus that applies is added on top as a percentage, and the total multiplies that base.
Card strength × (1 + row strength + Strength PvE + unit's epic bonus + bonus against the target + Arachne bonus)- Row strength comes from the bonus row the unit uses (section 2).
- Strength PvE is your army-wide bonus against monsters, from the Global battle bonuses box.
- Epic bonus and bonus against the target are built into each unit. The second only counts when the enemy squad is the matching type, for example a unit strong against Flying hitting the Flying squad.
- Some units carry an extra bonus that only works against Arachne.
A unit with 500 card strength, 1,800% row strength, 2,500% Strength PvE, a 50% epic bonus and a 30% bonus against its target:
500 × (1 + 18 + 25 + 0.5 + 0.3) = 22,400 per unitThe leading 1 is the unit's own 100% before any bonuses.
4Double damage and strike twice
Double damage is the chance that a hit counts twice. Some units have a little built in (Smiters, for example, have 5%), which is added to the value in your bonus row. The total can never go above 100%.
Strike twice is the chance to hit a second, different enemy squad in the same attack. That second hit is worked out against its own target, so it only gets a type bonus if that second squad is also a type the unit is strong against.
(1 + double damage) × (first hit + strike twice × second hit)A squad hits Flying for 200 and its next best target for 120. With 25% strike twice and 10% double damage:
1.10 × (200 + 0.25 × 120) = 253 on averageAgainst Arachne, with two squads of every type, the second hit has a better chance of landing on a favourable type.
5Health and who falls first
Number of units × card health × (1 + row health)The enemy goes after your squad with the most total health. So the calculator controls the order your squads fall in by sizing them: a squad meant to fall early is made a touch bigger than the ones meant to last.
Use Minimum Separation keeps those gaps as small as possible, which wastes the least capacity. Turn it off to set a larger, fixed gap between neighbouring squads.
Squads can only hold whole units, must stay under your limit and must keep their place in the order. After building the army, the calculator tops up wherever it still can. If the room left is smaller than one more unit, or one more unit would change who falls first, it stays unused.
6Optimize, Custom, CP Run and PvP
- Optimize (Epic Monster only) tries a large number of armies and fall orders, then keeps the one with the highest expected damage. Use it when you want the strongest result and can wait a minute or two.
- Custom builds the army straight away with a sensible fall order. You can then drag squads in the kill order to test your own idea, and the calculator keeps your order.
- CP Run and PvP aim to lose the least gold. Squads are sized to equal health, and the cheapest squads to revive fall first. When two tiers cost about the same, the one dealing less damage goes first.
7Saving your setup
Everything you enter is saved in this browser automatically.
- One setup for every battle. Your limits, troops, mercenaries and bonuses stay the same when you switch epic or battle mode. Only the target changes.
- Player accounts keep separate setups, for an alt or a friend you're helping. Each account has its own temple level.
- Presets save a full snapshot under a name: setup, battle mode, epic and method. Keep one per captain or hero setup and switch with one click.
- Export saves your presets to a file and Import loads them on another device. Presets exported from the older stacker can be imported here too.
Clearing your browser data removes saved setups. An exported file brings them back.
8Inside the optimizer
Optimize only works with the units you selected. If mercenaries are left out of the optimization, their numbers stay fixed but their damage still counts.
- Check the inputs. Work out each unit's bonus row, your limits and the enemy formation.
- Start from several armies. Build a handful of very different starting points so the search doesn't depend on one guess.
- Shift capacity around. Move smaller and smaller amounts between squads and keep every change that helps.
- Try other fall orders. Test different orders and attack timings, and regroup squads around them.
- Fine-tune the best ones. Revisit the strongest candidates with tiny changes until nothing improves.
- Pick the winner. Keep the army with the highest expected damage, even when its fall order looks unusual.
- Final check. Replay the winner through the battle simulation to produce the numbers you see.
Now and then the best army lets one squad fall before it attacks, because that buys several stronger squads an extra attack. Battle Details explains when this happens, and lets you compare an army without the sacrifice and see exactly how much damage it gives up.
9Reading the results
- Capacity bars show how much of Leadership, Authority and Dominance the army uses.
- Expected lifetime damage (ELD) is the average total damage the army deals before it falls. Use it to compare armies; any single battle can land above or below it.
- Full revival cost is the gold to revive your losses (90% of them can be revived), adjusted for your temple level.
- Estimated epic points converts ELD into points using the average seen for that epic. Treat it as a guide, not a promise.
- Squad lists show how many units go in each squad, in the order the game's mobile screen lists them. Tap the copy icon to copy a count. On a computer, counts of 5 digits or more are copied with the last two digits swapped on purpose, because the game swaps them back when you paste.
- The chart shows each squad's health on a log scale, so big and small squads fit on one picture. Tap a point to see the squad.
Why does this squad die early?
Reviewing Selection
Preparing the selection review…
Your current selection will not change unless you accept a recommendation.
Optimizing Army
Preparing your selected squads…
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