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The table below describes the damage modifier used when one type of unit attacks another. The number in parenthesis is the modified attack at level 10; however, these numbers do not account for splash damage or technologies. It also shows the position and range of each unit.

The Y-axis shows the attacker and the X-axis the defender. For example, the table shows that Fighters do 125% damage to Hoplites.

IMPORTANT: The percentages are correct, but some of the values in brackets may not be, especially the damage to gates.

Tip: Press the maximize icon on the top right of the table to see the entire table.

Name Position Range Fighter Swordsman Gladiator Hoplites Cavalry Bowman Archer Knight Cannon Tower Tower Helepolis Catapult Structures Ox Wagon

Gates

Fighter 1st row 1st row 100% (6) 100% (6) 100% (6) 125% (7.5) 75% (4.5) 100% (6) 100% (6) 75% (4.5) 125% (7.5) 50% (3) 100% (6) 125% (7.5) 1% (0.06) 75% (4.5) 12,5% (0.75) Fighter
Swordsman 1st row 1st row 100% (6.2) 100% (6.2) 100% (6.2) 125% (7.75) 75% (4.65) 100% (6.2) 100% (6.2) 75% (4.65) 125% (7.75) 50% (3.1) 100% (6.2) 125% (7.75) 1% (0.062) 75% (4.65) 10% (0.62) Swordsman
Gladiator 1st row 3rd row 100% (9.3) 100% (9.3) 100% (9.3) 100% (9.3) 100% (9.3) 75% (6.975) 75% (6.975) 125% (11.625) 50% (4.65) 125% (11.625) 125% (11.625) 50% (4.65) 5% (0.465) 100% (9.3) 5% (0.465) Gladiator
Hoplites 1st row 1st row 75% (9.3) 75% (9.3) 75% (9.3) 75% (9.3) 150% (18.6) 100% (12.4) 100% (12.4) 200% (24.8) 25% (3.1) 25% (3.1) 25% (3.1) 25% (3.1) 1% (0.124) 175% (21.7) 7.5% (0.93) Hoplite
Cavalry 1st row 2nd row 100% (21.7) 100% (21.7) 100% (21.7) 100% (21.7) 75% (16.275) 125% (27.125) 125% (27.125) 75% (16.275) 25% (5.425) 25% (5.425) 25% (5.425) 25% (5.425) 1% (0.217) 75% (16.275) 5% (1.085) Cavalry
Bowman 2nd row 1st row 125% (5) 125% (5) 125% (5) 100% (4) 75%  (3) 100% (4) 100% (4) 100% (4) 1% (0.04) 1% (0.04) 5% (0.2) 5% (0.2) 1% (0.04) 100% (4) 7.5% (0.3) Bowmen
Archer 2nd row 1st row 125% (5.875) 125% (5.875) 125% (5.875) 100% (4.7) 75% (3.525) 100% (4.7) 100% (4.7) 100% (4.7) 1% (0.047) 1% (0.047) 5% (0.237) 5% (0.237) 1% (0.047) 100% (4.7) 5% (0.235) Archer
Knight 2nd row 3rd row 100% (15.5) 100% (15.5) 125% (19.375) 100% (15.5) 100% (15.5) 100% (15.5) 100% (15.5) 125% (19.375) 100% (15.5) 100% (15.5) 25% (3.875) 25% (3.875) 25% (3.875) 100% (15.5) 7.5% (1.1625) Knight
Ox Wagon 2nd row 1st row 100% (2.2) 100% (2.2) 100% (2.2) 100% (2.2) 100% (2.2) 100% (2.2) 100% (2.2) 100% (2.2) 1% (0.022) 1% (0.022) 5% (0.11) 5% (0.11) 1% (0.022) 100% (2.2) 10% (0.22) Ox Wagon
Cannon Tower 2nd row 3rd row 25% 25% 25% 25% 25% 25% 25% 25% 1% 1% 200% 200% 1% 25% 10% Cannon Tower
Tower 2nd row 2nd row 75% 75% 100% 75% 75% 100% 100% 100% 1% 1% 25% 25% 1% 75% 10% Tower
Helepolis 3rd row 1st row 100% (18.6) 100% (18.6) 100% (18.6) 100% (18.6) 100% (18.6) 125% (23.25) 125% (23.25) 125% (23.25) 1% (0.186) 1% (0.186) 5% (0.93) 5% (0.93) 1% (0.186) 100% (18.6) 12.5% (2.325) Helepolis
Catapult 3rd row 3rd row 25% (9.7) 25% (9.7) 25% (9.7) 25% (9.7) 25% (9.7) 25% (9.7) 25% (9.7) 25% (9.7) 100% (77.6) 100% (38.8) 100% (38.8) 100% (38.8) 200% (77.6) 25% (9.7) 50% (19.4) Catapult
Structures 4th row 1st row 100% 100% 100% 100% 100% 100% 100% 100% 1% 1% 1% 1% 1% 100% 100% Structure

Blacksmith upgradesEdit

the offensive boosts from the Blacksmith can change what unit type your troops will attack first.  Units will always attack the type of unit they have the highest total damage modifier against and can reach.  The blacksmith offensive boosts stack multiciplicatively with the base damage modifiers like so:

(base damage modifier) * (1 + offensive damage boost) = total damage modifier

for example, if I have archers with 30 points in Cavalry offensive boost for a 60% damage boost against enemy cavalry in battle with cavalry and swordsmen on the other side, my archers will attack the swordsmen first, then once there are no more swordsmen to attack they will target the cavalry.

Lets break down why the archers attack the swordsmen first.  Archers have a base modifier of 1.25 against swordsmen, compared to the base modifier of .75 against cavalry.  The bonus from the blacksmith upgrades is multiplied by that amount to get my archer's total damage modifier against cavalry like so: (.75) * (1 + .60) = 1.2.  Mighty, but not larger than their 1.25 against the swordsmen.


It is important to note that row position plays a very big factor in unit priority and how battles play out. More on this can be found in Zechnophobe's Combat Tutorial.

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