Quick Links:

Troop Info: http://www.theevonywiki.com/Troops

Range Info: http://www.theevonywiki.com/Range

Calculators: http://www.evocalc.com or http://dxcalc.com/age1/

 

Rule One - Battlefield Range

This is determined by the longest ranged wall defense (or troop) plus a base range of 200.

XXX + 200

Shortest possible range: 210 (worker or trans attack)

Longest possible range: 5200 (trap, ab or DT present)

http://ww.evonyurl.com/k5l5ws

Range is 1400 per archers

http://ww.evonyurl.com/iudmqs

Range is 1500 per ATs

http://ww.evonyurl.com/mqgsjw

Range is 1600 per D. ballista

http://ww.evonyurl.com/jyp4wq

Range is 1700 per the O. and/or D. catapults

http://ww.evonyurl.com/jaovez

Range is 5200 per the traps, abs and DTs

 

Rule Two - How Rounds Work

Each round starts with:

1) Unit movement

2) Unit battle

3) Fortification battle

Troops move first, troops battle, then fortifications battle

Movement in order, battle all at once.

For example, SBs/scouts don’t always trigger traps.

http://ww.evonyurl.com/xju0gq - Non-trap triggering.

http://ww.evonyurl.com/3h6t85 - Trap triggering

 

Rule Three - Troop Movement

Troop movement is done in order from the fastest unit on the field down to the slowest irrelevant of

which side the unit is on.

If two sides have a tie, the defender moves first. (A tie refers to the type of unit NOT the quantity of that

specific unit.)

There are a few exceptions (regarding ranged units and scouts) but when considering general movement,

troops get to move based on their speed, fastest to slowest.

****The most important thing to remember here is units move according to their speed, regardless of

side, fastest to slowest unless there is a tie and in that case, defense moves then offense.

Examples…

http://ww.evonyurl.com/87pa4g

O. Pike, O. Sword, D. Ram

*scouts didn’t count as see in rules 7 and 8, archers didn’t count as seen in rule 6

http://ww.evonyurl.com/sds3n1

O. Cav, D. Pike, O. Pike, D. sword, O. sword, etc.

**scouts didn’t count as seen in rules 7 and 8

http://evonyurl.com/6qdd7v

O. Pike, O. Sword, D. War, O. War, O. Work, etc.

http://evonyurl.com/eqpv01

O. Cav, O. Phract, D. Pike, O. Pike, D. Sword, O. Sword, D. War, etc.

 

Rule Four - Movement/Targets

Units do not move if they have a target in range at the beginning of their movement.

If archers have something to shoot, they do not move.

If your cavs are hoof to toe with pikes, neither moves.

If your troops move first and you reach them, then they do not move on their turn because you are

already there.

 

Rule Five - Attack Values

When attacking, melee troops (pike, sword, scout, war, work, cav, phract, ram) attack whatever is in their

range first. If multiple targets are in range, they will attack the target with the highest total attack value

(TAV).

Look in the barracks for attack value and multiply by the number of that unit you have to get the total

attack value of that troop type.

Example One

Archers have a 120 attack

Warriors have 50

If you had 100 of each and a cav wave is headed at you, which will it hit, the warriors or archers?

They will pick the archers because their attack value is 12000 and the warriors are 5000.

Example Two

If you have 100 archers and 300 warriors, the attack value is 15000 and 12000, respectively therefore the

cavs will hit the warriors.

A very practical place you will see this is in SBs. They usually hit the archers because they tend to have

the highest total attack value in a given city. You can manipulate this by adding other large layers to your

defensive strategy. For example, here you see the swords protecting the archers http://

ww.evonyurl.com/vo64q0 or in this case, cav protecting archers http://ww.evonyurl.com/bhseo0.

**Absolute minimums, add more to buffer and absorb SBs.

Workers are 24:1

Warriors are 2.4:1

Scouts are 6:1

Pike are 0.8:1

Sword are 1.2:1

Cav are 0.48:1

Phract are ~0.34:1

Trans are 12:1

Ballas are ~0.27:1

Ram are 0.48:1

Pults are 0.2:1

Another good thing to remember for mech-D is the following:

Scout:ballas coverage = 22.5:1

Scout:pult coverage = 30:1

**Again, these are the absolute minimums, always have more scouts for buffer and to absorb SBs. Add

a melee troop to protect from RSBs (as seen discussed later).

 

Rule Six - Ranged Units

When attacking, ranged units (ATs, DTs, archers, ballistas, catapults) attack other ranged units first.

If multiple ranged units are present, they attack ATs first then the target with the highest total attack

value.

*Note: this is the reason that mechs can be a target in CD and why ATs come down first in CD.

*Towers demo’d in CD: http://www.evonyurl.com/zpadfg

*Mechs getting hit in CD: http://ww.evonyurl.com/afnpzm

If no ranged units are in range of a ranged unit, they will attack the FASTEST melee unit.

All in all, ranged units attack each other based on attack value (just like melee) then melee in order of

speed.

So if archers have no other ranged units to shoot, they will shoot cav, phracts, pike and so on. Scouts

are fastest technically but they will only be targeted first in certain cases.

A quick summary of rules five and six:

Melee attack anything in range in order of attack value.

Ranged attack other ranged in order of attack value then melee in order by speed.

 

Rule Seven - Offensive Scouts

Scouts on the offense will stay at the back of the battlefield and not move until there are no other units

left on their side at which point they will start moving and attacking.

They will not attack until they are the ONLY melee thing left then they go for it.

This can be shown in how an RSB works on a 5k and why scouts as an extra fodder layer can help

increase D. losses in a mech wave.

http://ww.evonyurl.com/7x6bkj

 

Rule Eight - Defensive Scouts

Scouts on the defense will not attack or move the whole battlefield. Defensive scouts do nothing, just sit

back, as can be seen in the following reports:

http://ww.evonyurl.com/vwa699

http://ww.evonyurl.com/g8tn0y

http://ww.evonyurl.com/s0ppl2

 

Rule Nine - Rounds

One troop type hits one troop type per round. Archers will never shoot at more than one troop type per

round.

A few examples as follows:

ATs will not shoot at pikes AND swords in a round

Pikes cannot attack cav AND phract in a round

They pick their target and stick to it for that round. The next round, they reevaluate based on the rules

and pick a new target if needed.