Chief Almighty – Troop Guide

This guide will talk about the different types of troops in the game & how they work during battle. It will help you create formations of your own & will also allow you to understand battle reports better.

Let’s begin by understanding the different troop types in the game:

The 8 Troop Types:

As you all probably know there are 4 main troop types (Barbarians, Riders, Rangeds & Behemoths) and each of these troop types have 2 sub-types within them:

Barbarians are classified into Guardians & Warriors:
Guardians – T10, T7, T6, T4, T2 & T1 (Defensive Barbarians) (T=Tier)
Warriors – T9, T8, T5 & T3 (Offensive Barbarians)

Riders are classified into Vanguard Riders & Mounted Archers:
Vanguard Riders – T10, T8, T6, T3, T2 & T1 (Male Riders)
Mounted Archers – T9, T7, T5 & T4 (Female Riders)

Behemoths are classified into Catapult Behemoths & Raider Behemoths:
Catapult Behemoths – T10, T8, T7, T5, T3 & T1 (Offensive Behemoths)
Raider Behemoths – T9, T6, T4 & T2 (Defensive Behemoths)

Rangeds are classified into:
Archers – T10, T8, T6, T5, T2 & T1 (Female Rangeds)
Javelineers – T9, T7, T4 & T3 (Male Rangeds)

Each of these 8 types have different talents which make them good or bad for different situations. We’ll get into talents later on. But for now, there are 2 more categories that you could classify these troops into based on their range:

The Long Range Troops:  Guardians, Raider Behemoths, Warriors & Vanguard Riders
The Melee Troops: Mounted Archers, Archers, Javelineers & Catapult Behemoths

This classification will help you understand how the riders’ ‘Charge’ talent works which will be explained later in this post.

Let’s take a look at troop lineup now.

Troop lineup basically means the order in which your troops are positioned in battle. Since there are 8 troop types, the lineup consists of 8 layers. Troop positioning is based on their range.
Troops positioned in the front will be attacked first & troops positioned in the back will be attacked the last (The only exception to this rule is the ‘Charge’ talent). This means that the troops in the second layer can only be attacked after all the troops in the first layer are eliminated.

Layer
Sub-Type
Range
Main Type
1 (Front)
Guardians
1 (Melee)
Barbarians
2
Raider Behemoths
1 (Melee)
Behemoths
3
Warriors
1 (Melee)
Barbarians
4
Vanguard Riders
1 (Melee)
Riders
5
Mounted Archers
4 (Long-Range)
Riders
6
Archers
5 (Long-Range)
Rangeds
7
Javelineers
8 (Long-Range)
Rangeds
8 (Back)
Catapult Behemoths
10 (Long-Range)
Behemoths

The First Layer is the layer of Guardians

These are your defensive Barbarians and the best defense troops  in the game. They have high defense & HP enabling  them to protect the troops with low defense & HP positioned behind them. This allows the high DPS troops in the back to survive for longer and thus do more damage.

Guardians are meant for Defense & not for Offense. So, you shouldn’t judge their performance based on kills. Instead, you should try to predict the number of Guardians you will lose based on your opponents troop formation & stats and just send enough of them to protect your march. Against stronger opponents, 30 to 50% of your march should be guardians and against weaker opponents 10 to 20% should work just fine. However, these numbers might vary depending upon your stats, your opponent’s stats and the troop formation of your opponent.

The Second Layer is the layer of Raider Behemoths.

These are the Defensive Behemoths and although they are not as good as Guardians, they still do a decent job at defending your march. You can use Raider Behemoths instead of Guardians while attacked weaker Tribe Centers since Raider Behemoths get a defense bonus while attacking Tribe Centers.  This is a great way to reduce your Guardian losses during kill events so you can save your Guardians for tougher opponents.

The Third Layer is the layer of Warriors.

These Barbarians have low defense and high attack. If your first 2 layers are strong enough then their low defense shouldn’t be a problem as they will most likely not be attacked until all the troops from the first 2 layers are killed.

If you have a very high Barbarian attack, you should a lot of these Warriors to your march to get more kills.

The Fourth Layer is the layer of Vanguard Riders.

Once all the Warriors are dead, your Vanguard Riders start getting attacked. The Riders have a special talent called ‘Charge’ with which they can bypass the melee troops & directly attack the Long-Range troops in the last 4 layers.

So, those were the first four layers which consist of all melee troops. Now, let’s take a look at layers 5 to 8 which consist of Long-Range troops.

The Fifth Layer is the layer of Mounted Archers.

These troops again have the ‘Charge’ talent with  which they can directly attack the opponent’s Long-Range troops.

The Sixth Layer is the layer of Archers.

I’m not really a fan of these troops. Even though they have double attack speed, these troops do significantly less damage to Guardians and since they always attack Guardians first (because they don’t have the ‘charge’ skill), these troops will never really get a lot of kills unless your opponent’s march doesn’t contain a lot of Guardians.

The Seventh Layer is the layer of Javelineers.

These troops help kill a lot of your opponent’s troops during defense. However, they’re not very effective on offense. While reinforcing teammates, make sure you send a lot of these Javelineers to maximize kills.

The Eight Layer is the layer of Catapult Behemoths.

These troops are good for Tribe Center attacks. In spite of their slow attack speed, they still do a significant amount of damage in battle due to their high attack.

Those were all the 8 layers of troops.

Within each layer, troops are arranged based on their tiers. The lower tier troops are placed in front of the higher tier ones. So, in case of Guardians, the T7s would be placed before T10s, T6s before T7s, T4s before T6s, T2s before T4s and T1s before T2s. The remaining 7 types would also have a similar positioning.

Whenever you set your march, you should always add at least 1 Guardian from each tier. Doing so will reduce your troop losses a little bit. So, for example, if you’re only using T7 Guardians in your march, then you should add 1 each of T1, T2, T4 and T6 Guardians to your march for extra defense.

During Crown of Glory attacks you can customize your march in such a way that you have just enough Guardians to defend your march. This will enable you to do more damage by adding offensive troops to your march. You can further reduce the number of Guardians you add to your march by adding 1 troop each from every tier of Raider Behemoths. You’ll have to set your formation in such a way that the opponent manages to kill all your Guardians but fails to break through the 2nd layer of Raider Behemoths so your low defense troops in the back remain safe.

For Offensive troops, you should mix in a few thousand lower tier troops as well to do a little more damage. As you increase the number of troops of a specific type and tier, their effectiveness goes down. Eventually, you’ll reach a point it doesn’t make sense to send more high tier troops. But instead, adding lower tier troops to your march will in fact increase the damage output. The lower troops usually outperform the high tiers on a per troop basis when they are few in numbers.

So, for example, instead of sending 30k T10 Riders, it might be better to send 20k T10 and 10k T8 Riders or maybe even 20k T10, 8k T8 and 2k T6 Riders for more damage.

Now, let’s take a look at troop talents.

Troop Talents

Each of the 8 different troop types have their own set of skills.

Guardians have Block which reduces damage received from Ranged, Brawn which is why they have a very high Defense & Strengthwhich is why they have high HP.

‘Block’ is the only reason why Rangeds are usually ineffective while attacking someone with a lot of Guardians in their march. Since, Rangeds cannot attack Long-Ranged troops directly, they always attack Guardians first and because of the Block skill, they don’t do a lot of damage. So, if you find someone with a lot of Guardians in their march, you should avoid using a lot of Rangeds.

Warriors have Lasso, which increases their damage against Riders, Savagery which enhances their damage which is why they have a very high attack and they also have Smashwhich allows them to sometimes deal 3 times the damage.

Now, the Lasso skill makes them seem to be very effective against Riders.  However, again, since these troops cannot directly attack Long-Range troops they will always attack Guardians first. So, in order for them to be able to attack Riders, you’ll have to break through the first 3 layers of troops since the 4th and the 5th layers comprise of Riders. This doesn’t mean that these troops are ineffective in battle, in fact they do get a lot of kills in battle because of Savagery and Smash. However, you shouldn’t increase the number of Warriors if you see a lot of Riders in your opponents march, unless you’re absolutely sure you can destroy their first 3 layers of troops.

Archers have Burst which doubles their attack speed, Penetration which let’s them deal more damage to all troops other than Barbarians and Criticalwhich gives them a chance to deal additional damage.

As I mentioned before, these troops are ineffective against Barbarians. However, in case your opponents don’t have enough Barbarians to defend their march, these troops could prove to be very effective.

Javelineers have Enhance because of which they have a very high attack, they have Archery which gives them a very long range and they also have Defense which gives them an Attack Bonus while Defending Tribe Center.

These troops are very effective on defense & they usually tend to kill a lot of the opponent’s troops while defending because of their Defense talent.

Catapult Behemoths have Rage which is why they have a very high attack. However, this talent halves their attack speed. There’s Hawkeye which is why they have the longest range in the game and they also have Enhanced Attack which gives them an attack bonus while Attacking Tribe Centers.

In spite of their slow attack speed, these troops really do a lot of damage in battle and should always be used in your march especially when attacking Tribe Centers.

Raider Behemoths have Toughness which is why they have a high defense and HP, they have Max Load which makes them efficient for gathering resources while reducing their march speed and they also have Sieging Defense which gives them a Defense Bonus while Attacking Tribe Centers.

As I said before, you could use these troops instead of Guardians to attack weaker players during kill events. This will help you reduce your Guardian losses. Also, once you unlock T9 troops, you could try using these troops to defend your march in the tournament instead of T7 Guardians since they have slightly better stats than T7 Guardians. However, they do not have a separate damage reduction stat like Guardians which might make them ineffective. I haven’t tried this out, so if you try it out, let me know in the comments below if it works or not.

Vanguard Riders have a high march speed because of the Agility talent, they also have a talent called Dodge which allows them to Dodge Damage and they also have Charge which gives them a chance to attack the enemy’s Long-Ranged troops directly.

Mounted Archers have Aility, which increases march speed, Resource Battle which makes them effective for attacks on resource tiles and Charge.

Whenever you’re attacking resource tiles, make sure you add a decent amount of Mounted Archers to your march to do a lot of damage.

Now let’s take a look at the Charge talent.

The Charge Talent

Charge is a special talent that gives Riders a chance to bypass the 4 layers of melee troops and directly attack the Long-Ranged troops. Since most of the Long-Ranged troops have very low defense, Riders are usually able to get a lot of kills because of this talent. This talent helps a lot against opponents with a lot of Guardians in their march as it reduces the effectiveness of Guardians.

Once all the enemy’s Long-Ranged troops are killed, whenever the Charge talent triggers, the Riders will randomly attack any 4 of the melee troop types. This means that the melee troops are only safe from the Charge damage as long as there are Long-Ranged troops to defend them. Once all the Long-Ranged troops are dead, even the melee troops will be vulnerable to charge damage.

That’s all about troop talents. Before we take a look at different troop formations, let’s take a look at Traps.

Traps:

So, Traps consist of 3 types & each type counters different troops.
– Chompers counter Guardians & Warriors.
– Trapping Vines counter Vanguard Riders & Mounted Archers.
– Killer Bees counter Archers & Javelineers.
There are no traps that counter Behemoths.

Traps do not follow any specific sequence while attacking troops. However, they always attack the troops that they counter first. If the troops that they counter are not available in the march, they will attack any other troop type. Each level of Traps can only attack one troop type. So, for example, if you have a thousand level 5 Chompers, all of those could either attack Warriors or they could attack all Guardians. But, if you have 500 each of level 4 & level 5 Chompers, the level 4s would have a choice between Wariors & Guardians and the level 5s would again get to choose separately between Warriors & Guardians.

Out of all 3 types of Defense Weapons, Killer Bees usually get a lot of kills because Archers & Javelineers, both, have very low defense & HP. Trapping Vines get fewer kills than Killer Bees because Vanguard Riders & Mounted Archers have more defense than Archers & Javelineers. Chompers get the least kills especially because of the damage reduction stat of Barbarians.

Now let’s take a look at a few troop formations.

Troop Formations:

In the Crown of Glory, especially the global one, you might come across a lot of players using a formation with mostly Barbarians and Vanguard Riders in it. The main idea behind this formation is to capitalize on the Vanguard Riders’ charge talent by attacking the opponent’s Long-Ranged troops as much as possible while defending these Vanguard Riders with the front-line Guardians. This formation can get you a lot of kills especially when you are facing opponents that have too many Guardians in their march and not a lot of Riders. This formation is really hard to counter since the ‘Charge’ talent triggers on melee troops as well. So, using a march of only melee troops won’t work. One good method to counter this formation would be to add Catapult Behemoths to your march apart from Guardians for defense & Vanguard Riders for offense. Since the Catapult Behemoths have the highest  defense amongst all Long-Ranged troops in the game, they will be able to provide decent protection to your melee Vanguard Riders against the opponent’s Riders’ ‘Charge’ talent. While your Catapult Behemoths are protecting your melee Vanguard Riders, your own Vanguard Riders can use their Charge talent to do a lot of damage to the enemy troops. Also, don’t forget to mix in a few low tier troops to your march as well to increase the effectiveness of your march as I had explained earlier.

Another common formation is a formation in which the march consists of around 33% Guardians and 11% each of the remaining troop types other than Raider Behemoths. This is a little tricky to counter as it contains a lot of different troop types, each having a different purpose. However, you could use the same combination of Guardians, Vanguard Riders & Catapult Behemoths or even a combination of only Guardians & Vanguard Riders here as well to maximize damage done to Long-Ranged troops. Just make sure that you add enough Guardians to your first layer so that your opponent is unable to break through your layer of Guardians. In case you don’t have enough Vanguard Riders & Catapult Behemoths to fill your march, you could use a march similar to your opponent to see how many kills your troops are getting. If you’re unable to get past the opponents Guardian layer, you might find that your Ranged losses are more than the kills that they’re getting. If this is the case, you should either reduce the number of Rangeds in your march or completely eliminate them from your march & replace them with other troop types to reduce losses. Also, don’t forget to add lower tier troops for better results.

Those are all the Tips I have for you all in this post. Keep in mind that these formations only work when facing other players. They do not work against wildlings. Hope you all can come up with your own creative troop formations after reading this. Don’t forget to leave a comment down below if you have found any effective troop formations.

If you want to know more about the buildings in the game, make sure you check out my Building Guide.
If you want to know about the requirements for the buildings in the game, check out my Building Requirement List.

Here’s a link to download the PDF version of this guide:

https://drive.google.com/file/d/1FMPKPJG4cOR_hD3o63KmX3i2CxWC3L7D/view?usp=sharing

5 thoughts on “Chief Almighty – Troop Guide”

  1. I enjoyed reading your breakdown of the troops but it’s too much to digest thru a smart phone
    Would it be possible to get a printable breakdown of your complete analysis

    1. I’m sorry, I don’t have a printable pdf of this post. However, you can open this post on your pc browser, select the text you want to print & print it from there. The formatting may be slightly off but it should still be readable.

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