The march calculator helps you determine how many troops of each tier to include in a march, respecting the total capacity and distributing the filler optimally.
1
Select the march type using the top tabs: Archers, Ground, Cavalry, Small Siege, Large Siege, or Reinforcement.
2
Enter your march size (total troop capacity) and the layer size (how many troops are in each base layer).
3
Choose the maximum tier available in your account. The calculator automatically adjusts the tier window.
4
Adjust the filler distribution percentages per tier. The sum must be 100%. Default recommended presets can be reset at any time.
5
Click Calculate. The results table shows how many troops of each type and tier make up the march.
Manual layers
Enable the Manual Layers option to define exact amounts per tier and troop type for lower tiers, instead of using the automatic layer value.
Reinforcement tab
The Reinforcement tab lets you choose two troop types as the main filler. The filler is split 50/50 between both in each tier.
💡Save setupRequires account If you have an account, you can save your complete setup (all tabs) with the Save Setup button and restore it in any future session with Load Setup.
Enter how many speedups you have of each type (construction, training, research, healing, traps, crafting and common) and get the total time per category in days/hours/minutes. Common is universal and is totaled separately.
Compare two general combos (main + assistant) to see which gives a higher attack bonus to your troops. Includes dragon effect if configured.
1
Choose the troop type you want to compare the bonus for (Archers, Ground, Cavalry, Siege).
2
Configure Combo A and Combo B: main general, assistant, and optionally a dragon.
3
The tool shows total attack, defense, and HP bonuses for each combo and highlights which is superior in each category.
💡The general's specialty level affects bonuses. You can configure each general's level in the selector for a more accurate comparison.
💾If you have an account, you can save the scenario parameters (troop type, rally, tier, bonuses) with the Save Setup button and restore them in any future session.
Calculate the general fragments and Blood of Ares needed to upgrade a general's ascension stars. The page has two parts: reference tables showing the cost of each sub-level, and the interactive calculator.
1
Use the slider to move between the 25 ascension stages (5 stars × 5 sub-levels). The portrait stars update in real time: red = completed, yellow with partial fill from the bottom = in progress, yellow = pending.
2
The Next step card shows the exact cost of the next sub-level: fragments and Blood of Ares required.
3
The Accumulated total card shows the running total from zero up to the current position.
4
The Range calculator section lets you choose a starting point and an ending point independently. Changing the starting point also updates the slider and portrait stars to reflect that state.
Dynamic general ranking calculated from your combat parameters. Shows the real Attack Increment (Inc ATK) each general contributes based on the scenario you configure.
1
Set the parameters in the top panel: troop tier, Rally Point level, player ATK buff, extra MS, and general level.
2
Choose the troop type using the tabs (Archers, Ground, Cavalry, Siege, Wall) and the role (Main or Assistant).
3
The table sorts automatically by Inc ATK from highest to lowest. Click any column header to re-sort.
💡Inc ATK is the real damage increase the general contributes to the combo, calculated for your configured scenario. A general with higher total buffs does not always top the ranking — it depends on tier, rally level, and your own buffs.
💾If you have an account, you can save the panel parameters with Save Setup and restore them in future sessions with Load Setup.
Compare two generals head-to-head including red stars and covenant benefits. Shows a full buff breakdown by source (Skill/Ascension, Specialties, Covenant, Attributes) and a final comparison for ATK, DEF, HP, and March Size.
1
Choose the march type from the tabs: Ground, Ranged, Cavalry, Siege, or Wall. This filters the available generals and adjusts the scenario parameters.
2
Set the scenario parameters: general level, VC, Rally Spot level, and troop tier (the last two do not apply in the Wall tab).
3
In each panel (General A / General B), search for a general by name. Adjust the red stars (0–5) to include ascension buffs, and the covenant slots (0–6) to include covenant bonuses.
4
The breakdown table shows ATK, DEF, HP, and MS split by source. The highlighted row at the bottom shows the Inc ATK — the general's total damage contribution in that scenario.
5
The lower section compares both generals stat by stat: green means advantage, red means disadvantage.
★Red star buffs (tiers 1–4) are added to the panel only if the general has that data loaded. If a yellow warning appears, it means the data for that star level is missing and calculations are partial.
🏰In the Wall tab, the breakdown shows ATK/DEF/HP per troop type (Cavalry, Ground, Ranged, Siege) plus a combined score to compare defense generals.
💾Requires account With an account, you can save the scenario (level, VC, RS, tier) with Save Setup and restore it in future sessions with Load Setup.
Works out how many sub-city hits your general needs to reach a target experience, based on the sub-city type (rarity). It uses the in-game experience directly (a straight gap), not levels.
1
Enter your main general’s <strong>current experience</strong> (the number within the level that the game shows).
2
If you bring an <strong>assistant</strong>, enter its experience. Both earn the same per hit, so hits are counted from whichever has less experience.
3
Set the <strong>target experience</strong> manually, or use the “Max of level N” picker to auto-fill it.
4
Pick the <strong>sub-city type</strong>: the calc returns the hits needed, the remaining experience and the recommended troops.
💡XP per hit is fixed per sub-city type; the recommended troops are a guide and depend on your siege tech.
After an SvS you can revive fallen troops using Sources of Life. This calculator tells you how many attempts it takes and how many Sources it will cost, based on your revive power.
1
Enter your revive power per use. The game shows it on the revive screen (250,000 base, plus whatever the Light of Server War research adds).
2
If you already revived something this SvS, enter how many attempts you have used: the cost scales with the counter.
3
Fill in the troops you lost per tier. The power per troop is already loaded, you do not need to look it up.
4
Check the result: attempts needed, Sources of Life, and the equivalent in gems.
💡The first 100,000 troops are revived for free. Levelling the Light of Server War research raises the power per attempt, so each Source goes further: it is the most effective way to make an expensive SvS cheaper.