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The app version

GSV3MiaC

Alchemist
Is there a thread, wiki, or whatever which is specific to the app? I could not even register for the forum (no obvious app password) and fighting in the app is a complete mystery (wiki does not seem to address it). Surely the app, being now heavily (mis)! Advertised must have its own sub forum?!
 

Laurelin

Sorcerer
@GSV3MiaC : Short answer - unfortunately, no, there's no mobile app-specific Forum, at present.

That said, and while InnoGames are presently not actively planning to add manual combat to the mobile client (you'd need to use the PC browser client for that), any information you read here, or anywhere else, about Auto-fighting, including any and all info about Troop stats, Unit abilities, and so on, will be accurate and valid for both PC and mobile clients (Auto-fight is the same for both, as are most in-game features), so if that's your main issue, you'll find plenty of info both here and/or on any of this game's several excellent fan-made websites - just do an Internet search and you'll easily find them.

If you're a Facebook person, there's also Inno's own presence there (which is far more considerable than it is here, with many more players using that medium - in fact, Inno has often stated that it regards FB as its primary player recruitment and information tool) - so you could try that, too. I'm not sure whether promoting fan-made content is allowable on this Forum, but again, a basic FB search on 'Elvenar' would work well. There's also Inno's official YouTube channel, as well as fan-made channels, some of which have video walkthroughs of how combat works, and are very good. Other than that: sorry to be the bearer of bad tidings, and good luck! :)

PS : InnoGames estimates that their Forums are only ever visited (let alone contributed to!) by ~0.02% of their playerbase, which may have something to do with why there isn't an app-specific Forum... and Inno has also stated that their intention is to move more and more towards mobile rather than browser-based development, with some of the changes and improvements to this game now being released either first or even solely within the mobile client, so it's not all bad news...!
 
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GSV3MiaC

Alchemist
Guess i am a significant part of the 0.02% then, since I view most antisocial media as spawn of the devil, and 'influencer' as no fit job for a grown up.
(insert smiley), let alone something worth 10x what a leading surgeon earns. Inno just dropped 10 brownie points right there ..

I was wondering how auto combat, in particular, works (or not) in the app, given that you can't control troop layout, look at terrain, or do anything else we hex-based gamers are used to. I mean I can pick the right troops to counter each of the N opposing troops, but what order to select them in remains a mystery (especially when mine are 5*88 and the oppos are 7 * 77 or something).

Yes I think app based gaming is probably going to take over the world, since phones and tablets outsell PCs by a wide, and ever increasing, margin. I just wish the games came with a $/£ X-per-month (or £X upfront) fee rather than the 'pay to win in game drip feed' that pervades the industry since games stopped shipping in boxes. Elvenar is better than many I could mention, but you can still buy your way to the top, should you wish to.
 

Giraffi

Enchanter
I think @Gargon667 needs to explain how fighting on app works. In general it is best to use 5 of the same troops. Something to do with initiative and how the AI works. Unfortunately you will have to look up the stats of the troops and the enemies in the wiki if you want to know that level of detail.
 

Gargon667

Mentor
Well I guess there are 2 ways of answering that question:

1. Fighting on the App works exactly the same as on the PC. The only difference is you have a lot less information, which means you are stuck guessing and playing averages more than if you had the info from the laptop. However the outcome on the App and on the laptop will be exactly the same, as the same battle happens in either place.

2. How to deal with the lack of information on the App? That would be a very long post... But if you have any specific questions I could chip in a few ideas...
 

Turing

Bard
I mean I can pick the right troops to counter each of the N opposing troops, but what order to select them in remains a mystery (especially when mine are 5*88 and the oppos are 7 * 77 or something).

To answer this specifically: you're lined up on the left, enemy on the right. #1 each side is in the middle of the line. #2 and #3 are above and below that respectively. #4 and #5 above and below that - on the flanks for a 5v5 fight. Later in the game most fighting is tourney or spire which is all 5v5, and I can't remember when I last manual-fought a province, but IIRC with differing numbers of enemy squads the same system continues outwards if needed.

The map is hexes, with horizontal being a straight line, and the vertical needing to zigzag. Your #2 and #3 are standing slightly forwards of #1,#4 and #5. It's the opposite way for the enemy with 1,4,5 slightly ahead.

So each troop is facing the enemy in the same position. They start 7 tiles apart, which is the combined move+shoot range for most light ranged and mages. ie they can exactly hit their opposite numbers - if there are no obstacles in their movement range directly ahead. Your #2 and #3 can also hit the 2 opponents adjacent who are standing closer (ie #1 and #4 for your #2). Rangers and mist walkers have 1 extra move so can hit most enemies, or hit around an obstacles. Heavy ranged vary: cannoneers, frogs and mortars have near infinite range. The others are short ranged and generally cannot hit the enemy from a standing start. Most of the hounds have enough movement to move all the way across and melee attack in one go (but are one of the last to move anyway, so enemy may be closer by then)

Initiative controls what moves first, but in brief: light ranged go first, then mages, and after that it only matters in rare cases. Amongst LR mist walkers are first, then rangers, most of the rest similar. Amongst mages the blossom princess and enemy version are first, rest similar. For equals your ones go first - which is often a huge advantage, unless the map is very obstructed and you can't reach to get the first shot - but you can only see this by playing the fight manually.

Although on the browser you can fight manually, if doing hundreds of tourney provinces a week, in reality you need to auto fight almost all of them, just like on the app. The advantage is understanding how it works from fighting some of them - and manual fighting the odd sticky one with an awkward combination of opponents.

As Giraffi said, it's generally best to just pick 5 units the same when auto-fighting
 
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SimonTim

Dreamer
I think @Gargon667 needs to explain how fighting on app works. In general it is best to use 5 of the same troops. Something to do with initiative and how the AI works. Unfortunately you will have to look up the stats of the troops and the enemies in the wiki if you want to know that level of detail.
I’ve not used 5 of the same troops when fighting on the app. How should I pick which troop type to use? Is there a general rule/concept you could share given you are normally fighting a mix of troop types?
 

Turing

Bard
I’ve not used 5 of the same troops when fighting on the app. How should I pick which troop type to use? Is there a general rule/concept you could share given you are normally fighting a mix of troop types?

Well, really it's a whole new thread and a half. But my view is:

As a starting point look for the one that gives you a bonus against as many enemies as possible and deficit against as few as possible. It's probably easier to explain with an example.
Imagine you are facing 2 thieves (Light Melee), 2 thornrose (Mage), 1 Mortar (Heavy Range). Not an unusual combo in one of the provinces IIRC, and not a particularly simple one. If you use:
LM you have a bonus against the 2 mages; the HR has a bonus against you: so you are up against one more than you are down against.
LR you get a bonus on the 2 mages, but are down against the other 3: net down 1.
Mage: down vs 2 LM, up vs 1 HR and equal against the mages: net down 1.
HM: up vs the HR and 2LM, down vs the mages: net up 1.
HR: up vs 2 LM, down vs the 2 mages: equal each way.
So both light and heavy melee get an advantage against more enemies than they suffer against - but only slightly.

The next thing to consider is if any are enemies are specialist. Although all units get a bonus vs 2 types, some get a sensible bonus vs both and some specialise against one in particular - in the app this is about the only info it gives you: they show more stars against one than the other. Generally the specialists do get a pretty decisive advantage - even one of these against you can be problematic, 2 is suicide.
In this case the 2 enemy LM are generalist. But the thornrose are specialist versus heavy melee. Those 2 thornrose would possibly defeat 5 of your HM by themselves without any help from the other 3 units.

Next I would say: generally ranged troops, especially LR and mages (not quite so much HR), perform a lot better. And to a lesser extent fast moving units. Short range and slower units get better stats - but probably not enough. So you want to favour using ranged; and also worry more about the enemy ranged. Which doesn't help so much in this case as the initial suggestions were both melee. Although having a unit that kills those enemy mages is a good thing - which again favours light over heavy melee.

And related to that - consider if you have any Enlightened Light Range or Mage Multiplier buildings in use: at +50% damage each these make a dramatic difference. With 2 or 3 of them at once you're using that troop in all cases unless the enemy combo is awful for them.

Next... if you have decided a type you probably have a choice of which specific one to use: barracks being generalist and the other 2 specialising. If you go with LM there would be no point using drone riders as they specialise vs LR - of which the enemy has none. Which leaves your basic sword dancer/barbarian, or the hounds (cerberus). One big consideration unless you are chapter 15+ is how upgraded they are. More upgraded troops are definitely better; especially 3* troops can be substantially better than 2* as they impose a penalty (varies, but can be things like -20% damage for 2 rounds) on any enemy they hit.
In this case hounds look to make sense as there are 2 enemies they specialise against (and no LR which is their weak bonus) - and those 2 units may be the most significant enemy ones.

--------------------
I think beyond that you get into the specifics of how the battle will play out. Which you can to some extent figure out from the wiki, but is much easier if you play in the browser at least some times to see it.

For these opponents: the enemy mages have 2 movement and go first (and will hit your troops). The thieves have move 3 and go next, so will likely move in front of the mages. And the mortar has 'infinite' range and will sit at the back sniping away - but its stats are fairly weak, so won't be decisive in the short term. So if you use melee troops they may tangle with the enemy LM first, while both the mages and HR are behind firing at you. This isn't great.

Which is where your basic LM and the hounds diverge. Your sword dancer/barbarian will move second after the thornrose move and shoot at you, but can't reach them. Then the enemy LM move between you. Next round your LM are likely to tangle with the enemy LM, with his ranged are hitting you. Once your LM kill his, they've then got to chase down the various enemy ranged units which may be hiding at the back (or not - the AI can be dumb!), which may take a few turns as they're not that quick.
OTOH if you use hounds they can run clean across the map. They have excellent bonuses vs mages, so won't suffer much in the first hit they get. Then your hounds will run past the enemy LM and kill those mages in your first turn - possibly only needing one hound each to do it. Now you're fighting 5v3 and the fight will rapidly tip in your favour. And your hounds can close in on that enemy HR in a single turn once they get a chance.

Part of this is specifics, and part general experience: eg basic LM tend to underperform. Hounds vs mortar is not too bad. etc.

---------------------
So, would I use hounds? Quite likely not. I'd most likely use blossom princesses. Eeek - this contradicts my very first step. However this is a rather specific situation, and that advice is generally valid.
This comes down to the exact mechanics. With blossom vs enemy thieves: the blossom princess moves first and can shoot at range 5. The enemy thief only has 3 move and 1 range - so can't reach to hit back on the next turn. So although the thief has a bonus vs mages, the blossom and human priest can use their range to wipe out that advantage within reason. 5 enemy thieves would just overrun you, but a couple of them is quite feasible. The AI might or might not play this smartly for you - but blossoms should work either way.

In this case human priests have a problem: blossom (yours) and thornrose (enemy) move first. So with human priests the enemy mages go first and hit you. And mages are fairly high damage, low hit points so that first hit matters. Priests would likely win the fight, but blossoms are substantially better as they can kill the enemy thornrose and get their first hit on the LM in round 1.

Although this is quite specific, it does also lead back to another point I made earlier: favour light ranged or mages as your pick where possible.

Note that in this battle if you change the enemy mages to enchantress the equation can change hugely. Suddenly HM becomes viable for the player, as these mages are specialist vs HR, so not so great against HM. And they are short ranged, so will move close enough HM could engage them.

------------------------
So to summarise: try to pick a troop where you have a bonus against more opponents than have a bonus against you.
Favour LR or mages, strongly so if you have ELR or MMM buildings in play. HR and hounds are next best.
Favour 3* troops if you only have some upgraded.
Never pick a troop where the enemy has 2 true specialists against it. Only go against 1 specialist if you are very good against the other enemies.
And if you want to a get a real feel for all the detailed combinations doing at least some fighting in the browser to learn will help.
 

Gargon667

Mentor
I’ve not used 5 of the same troops when fighting on the app. How should I pick which troop type to use? Is there a general rule/concept you could share given you are normally fighting a mix of troop types?

The short answer is:
1. pick the one good against most of the enemies
2. avoid using melee troops (they all suck)

After that of course come all the details.
Once you have all units available as 3 stars, one tends to fight most fights using either Blossom mages or Rangers. Those are simply by far the strongest units available. Frogs/Golems are next. The rest I use rather rarely, as only few situations require one to use worse units. of course it all becomes so much easier if you have the range damage booster AWs and the 5-day booster buildings, so maximize those 2 factors!
 

Gargon667

Mentor
Well, really it's a whole new thread and a half. But my view is:

As a starting point look for the one that gives you a bonus against as many enemies as possible and deficit against as few as possible. It's probably easier to explain with an example.
Imagine you are facing 2 thieves (Light Melee), 2 thornrose (Mage), 1 Mortar (Heavy Range). Not an unusual combo in one of the provinces IIRC, and not a particularly simple one. If you use:
LM you have a bonus against the 2 mages; the HR has a bonus against you: so you are up against one more than you are down against.
LR you get a bonus on the 2 mages, but are down against the other 3: net down 1.
Mage: down vs 2 LM, up vs 1 HR and equal against the mages: net down 1.
HM: up vs the HR and 2LM, down vs the mages: net up 1.
HR: up vs 2 LM, down vs the 2 mages: equal each way.
So both light and heavy melee get an advantage against more enemies than they suffer against - but only slightly.

The next thing to consider is if any are enemies are specialist. Although all units get a bonus vs 2 types, some get a sensible bonus vs both and some specialise against one in particular - in the app this is about the only info it gives you: they show more stars against one than the other. Generally the specialists do get a pretty decisive advantage - even one of these against you can be problematic, 2 is suicide.
In this case the 2 enemy LM are generalist. But the thornrose are specialist versus heavy melee. Those 2 thornrose would possibly defeat 5 of your HM by themselves without any help from the other 3 units.

Next I would say: generally ranged troops, especially LR and mages (not quite so much HR), perform a lot better. And to a lesser extent fast moving units. Short range and slower units get better stats - but probably not enough. So you want to favour using ranged; and also worry more about the enemy ranged. Which doesn't help so much in this case as the initial suggestions were both melee. Although having a unit that kills those enemy mages is a good thing - which again favours light over heavy melee.

And related to that - consider if you have any Enlightened Light Range or Mage Multiplier buildings in use: at +50% damage each these make a dramatic difference. With 2 or 3 of them at once you're using that troop in all cases unless the enemy combo is awful for them.

Next... if you have decided a type you probably have a choice of which specific one to use: barracks being generalist and the other 2 specialising. If you go with LM there would be no point using drone riders as they specialise vs LR - of which the enemy has none. Which leaves your basic sword dancer/barbarian, or the hounds (cerberus). One big consideration unless you are chapter 15+ is how upgraded they are. More upgraded troops are definitely better; especially 3* troops can be substantially better than 2* as they impose a penalty (varies, but can be things like -20% damage for 2 rounds) on any enemy they hit.
In this case hounds look to make sense as there are 2 enemies they specialise against (and no LR which is their weak bonus) - and those 2 units may be the most significant enemy ones.

--------------------
I think beyond that you get into the specifics of how the battle will play out. Which you can to some extent figure out from the wiki, but is much easier if you play in the browser at least some times to see it.

For these opponents: the enemy mages have 2 movement and go first (and will hit your troops). The thieves have move 3 and go next, so will likely move in front of the mages. And the mortar has 'infinite' range and will sit at the back sniping away - but its stats are fairly weak, so won't be decisive in the short term. So if you use melee troops they may tangle with the enemy LM first, while both the mages and HR are behind firing at you. This isn't great.

Which is where your basic LM and the hounds diverge. Your sword dancer/barbarian will move second after the thornrose move and shoot at you, but can't reach them. Then the enemy LM move between you. Next round your LM are likely to tangle with the enemy LM, with his ranged are hitting you. Once your LM kill his, they've then got to chase down the various enemy ranged units which may be hiding at the back (or not - the AI can be dumb!), which may take a few turns as they're not that quick.
OTOH if you use hounds they can run clean across the map. They have excellent bonuses vs mages, so won't suffer much in the first hit they get. Then your hounds will run past the enemy LM and kill those mages in your first turn - possibly only needing one hound each to do it. Now you're fighting 5v3 and the fight will rapidly tip in your favour. And your hounds can close in on that enemy HR in a single turn once they get a chance.

Part of this is specifics, and part general experience: eg basic LM tend to underperform. Hounds vs mortar is not too bad. etc.

---------------------
So, would I use hounds? Quite likely not. I'd most likely use blossom princesses. Eeek - this contradicts my very first step. However this is a rather specific situation, and that advice is generally valid.
This comes down to the exact mechanics. With blossom vs enemy thieves: the blossom princess moves first and can shoot at range 5. The enemy thief only has 3 move and 1 range - so can't reach to hit back on the next turn. So although the thief has a bonus vs mages, the blossom and human priest can use their range to wipe out that advantage within reason. 5 enemy thieves would just overrun you, but a couple of them is quite feasible. The AI might or might not play this smartly for you - but blossoms should work either way.

In this case human priests have a problem: blossom (yours) and thornrose (enemy) move first. So with human priests the enemy mages go first and hit you. And mages are fairly high damage, low hit points so that first hit matters. Priests would likely win the fight, but blossoms are substantially better as they can kill the enemy thornrose and get their first hit on the LM in round 1.

Although this is quite specific, it does also lead back to another point I made earlier: favour light ranged or mages as your pick where possible.

Note that in this battle if you change the enemy mages to enchantress the equation can change hugely. Suddenly HM becomes viable for the player, as these mages are specialist vs HR, so not so great against HM. And they are short ranged, so will move close enough HM could engage them.

------------------------
So to summarise: try to pick a troop where you have a bonus against more opponents than have a bonus against you.
Favour LR or mages, strongly so if you have ELR or MMM buildings in play. HR and hounds are next best.
Favour 3* troops if you only have some upgraded.
Never pick a troop where the enemy has 2 true specialists against it. Only go against 1 specialist if you are very good against the other enemies.
And if you want to a get a real feel for all the detailed combinations doing at least some fighting in the browser to learn will help.

Nice post, with lots of good ideas on what to think about!

Only the example is maybe not the best one could have chosen: I wouldn´t think more than a second to send in 5 Blossom mages: They will slaughter every of the 5 enemies: With range and initiative advantage (and no defense bonus for the thieves) they destroy thieves (the example would have been better if you had chosen dogs instead of thieves as enemies), They also destroy thornroses (higher initiative) and of course the HR.
 

Turing

Bard
Only the example is maybe not the best one could have chosen: I wouldn´t think more than a second to send in 5 Blossom mages...

Actually it was chosen on purpose, partly for that reason. For someone playing on the app there's no way they could possibly know the reasons you have for that. So I wanted an example where the simple count bonuses could give a possible answer (hounds) but where tactically there was a better option.

There is also a consideration that anyone asking about fighting may likely not have all the troops at 3*, or even unlocked at all. Rangers only go to 3* in the middle of chapter 15. Before that they didn't seem any better than the barracks archers, except when the extra range let them get first strike. There's a significant time when players have barracks troops at 3* and mercenary ones at 1* (and frog maybe not available)
 

kurgkurg

Conjurer
blossoms even with 1 star can solve your example, thieves are easy enemies for blossoms and others the more. Ok, maybe you need MMM support if your 1-star blossoms are very weak.
it works for low level players, the more for 2-3 star blossoms, but it is so because blossoms are so good in many cases when you don't expect it at first sight, their range and power works
and it means your example don't give a whole good picture, too exceptional :)
Explanation was ok :)
 

SimonTim

Dreamer
Well, really it's a whole new thread and a half. But my view is:

As a starting point look for the one that gives you a bonus against as many enemies as possible and deficit against as few as possible. It's probably easier to explain with an example.
Imagine you are facing 2 thieves (Light Melee), 2 thornrose (Mage), 1 Mortar (Heavy Range). Not an unusual combo in one of the provinces IIRC, and not a particularly simple one. If you use:
LM you have a bonus against the 2 mages; the HR has a bonus against you: so you are up against one more than you are down against.
LR you get a bonus on the 2 mages, but are down against the other 3: net down 1.
Mage: down vs 2 LM, up vs 1 HR and equal against the mages: net down 1.
HM: up vs the HR and 2LM, down vs the mages: net up 1.
HR: up vs 2 LM, down vs the 2 mages: equal each way.
So both light and heavy melee get an advantage against more enemies than they suffer against - but only slightly.

The next thing to consider is if any are enemies are specialist. Although all units get a bonus vs 2 types, some get a sensible bonus vs both and some specialise against one in particular - in the app this is about the only info it gives you: they show more stars against one than the other. Generally the specialists do get a pretty decisive advantage - even one of these against you can be problematic, 2 is suicide.
In this case the 2 enemy LM are generalist. But the thornrose are specialist versus heavy melee. Those 2 thornrose would possibly defeat 5 of your HM by themselves without any help from the other 3 units.

Next I would say: generally ranged troops, especially LR and mages (not quite so much HR), perform a lot better. And to a lesser extent fast moving units. Short range and slower units get better stats - but probably not enough. So you want to favour using ranged; and also worry more about the enemy ranged. Which doesn't help so much in this case as the initial suggestions were both melee. Although having a unit that kills those enemy mages is a good thing - which again favours light over heavy melee.

And related to that - consider if you have any Enlightened Light Range or Mage Multiplier buildings in use: at +50% damage each these make a dramatic difference. With 2 or 3 of them at once you're using that troop in all cases unless the enemy combo is awful for them.

Next... if you have decided a type you probably have a choice of which specific one to use: barracks being generalist and the other 2 specialising. If you go with LM there would be no point using drone riders as they specialise vs LR - of which the enemy has none. Which leaves your basic sword dancer/barbarian, or the hounds (cerberus). One big consideration unless you are chapter 15+ is how upgraded they are. More upgraded troops are definitely better; especially 3* troops can be substantially better than 2* as they impose a penalty (varies, but can be things like -20% damage for 2 rounds) on any enemy they hit.
In this case hounds look to make sense as there are 2 enemies they specialise against (and no LR which is their weak bonus) - and those 2 units may be the most significant enemy ones.

--------------------
I think beyond that you get into the specifics of how the battle will play out. Which you can to some extent figure out from the wiki, but is much easier if you play in the browser at least some times to see it.

For these opponents: the enemy mages have 2 movement and go first (and will hit your troops). The thieves have move 3 and go next, so will likely move in front of the mages. And the mortar has 'infinite' range and will sit at the back sniping away - but its stats are fairly weak, so won't be decisive in the short term. So if you use melee troops they may tangle with the enemy LM first, while both the mages and HR are behind firing at you. This isn't great.

Which is where your basic LM and the hounds diverge. Your sword dancer/barbarian will move second after the thornrose move and shoot at you, but can't reach them. Then the enemy LM move between you. Next round your LM are likely to tangle with the enemy LM, with his ranged are hitting you. Once your LM kill his, they've then got to chase down the various enemy ranged units which may be hiding at the back (or not - the AI can be dumb!), which may take a few turns as they're not that quick.
OTOH if you use hounds they can run clean across the map. They have excellent bonuses vs mages, so won't suffer much in the first hit they get. Then your hounds will run past the enemy LM and kill those mages in your first turn - possibly only needing one hound each to do it. Now you're fighting 5v3 and the fight will rapidly tip in your favour. And your hounds can close in on that enemy HR in a single turn once they get a chance.

Part of this is specifics, and part general experience: eg basic LM tend to underperform. Hounds vs mortar is not too bad. etc.

---------------------
So, would I use hounds? Quite likely not. I'd most likely use blossom princesses. Eeek - this contradicts my very first step. However this is a rather specific situation, and that advice is generally valid.
This comes down to the exact mechanics. With blossom vs enemy thieves: the blossom princess moves first and can shoot at range 5. The enemy thief only has 3 move and 1 range - so can't reach to hit back on the next turn. So although the thief has a bonus vs mages, the blossom and human priest can use their range to wipe out that advantage within reason. 5 enemy thieves would just overrun you, but a couple of them is quite feasible. The AI might or might not play this smartly for you - but blossoms should work either way.

In this case human priests have a problem: blossom (yours) and thornrose (enemy) move first. So with human priests the enemy mages go first and hit you. And mages are fairly high damage, low hit points so that first hit matters. Priests would likely win the fight, but blossoms are substantially better as they can kill the enemy thornrose and get their first hit on the LM in round 1.

Although this is quite specific, it does also lead back to another point I made earlier: favour light ranged or mages as your pick where possible.

Note that in this battle if you change the enemy mages to enchantress the equation can change hugely. Suddenly HM becomes viable for the player, as these mages are specialist vs HR, so not so great against HM. And they are short ranged, so will move close enough HM could engage them.

------------------------
So to summarise: try to pick a troop where you have a bonus against more opponents than have a bonus against you.
Favour LR or mages, strongly so if you have ELR or MMM buildings in play. HR and hounds are next best.
Favour 3* troops if you only have some upgraded.
Never pick a troop where the enemy has 2 true specialists against it. Only go against 1 specialist if you are very good against the other enemies.
And if you want to a get a real feel for all the detailed combinations doing at least some fighting in the browser to learn will help.
Thanks for your detailed reply. I’ll work through that carefully as there’s lots of info to absorb.
 

SimonTim

Dreamer
The short answer is:
1. pick the one good against most of the enemies
2. avoid using melee troops (they all suck)

After that of course come all the details.
Once you have all units available as 3 stars, one tends to fight most fights using either Blossom mages or Rangers. Those are simply by far the strongest units available. Frogs/Golems are next. The rest I use rather rarely, as only few situations require one to use worse units. of course it all becomes so much easier if you have the range damage booster AWs and the 5-day booster buildings, so maximize those 2 factors!
Thank you. This will be my starting point. Then I’ll work in Turing’s detail. The problem with the app is a complete lack of detail but it’s upside is the speed of collection rounds and portability.
 

GSV3MiaC

Alchemist
Thanks for all the inputs... As you have said, we app players are having to work like the pinball wizard in 'Tommy' :).
 
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