⚔️ RAID Damage Calculator
Calculate total damage output for RAID attacks — factor in troop types, tiers, buffs & formation bonuses
| Troop Type | Tier | Base ATK | Base HP | Base DEF | Strong vs |
|---|---|---|---|---|---|
| Infantry | T1 | 300 | 600 | 400 | Cavalry |
| Infantry | T2 | 550 | 1,100 | 730 | Cavalry |
| Infantry | T3 | 900 | 1,800 | 1,200 | Cavalry |
| Infantry | T4 | 1,200 | 2,400 | 1,600 | Cavalry |
| Infantry | T5 | 1,800 | 3,600 | 2,400 | Cavalry |
| Cavalry | T1 | 380 | 450 | 300 | Archers |
| Cavalry | T2 | 680 | 820 | 550 | Archers |
| Cavalry | T3 | 1,100 | 1,350 | 900 | Archers |
| Cavalry | T4 | 1,500 | 1,800 | 1,200 | Archers |
| Cavalry | T5 | 2,200 | 2,700 | 1,800 | Archers |
| Archers | T1 | 280 | 400 | 250 | Infantry |
| Archers | T2 | 510 | 730 | 460 | Infantry |
| Archers | T3 | 840 | 1,200 | 760 | Infantry |
| Archers | T4 | 1,100 | 1,600 | 1,000 | Infantry |
| Archers | T5 | 1,650 | 2,400 | 1,500 | Infantry |
| Siege | T1 | 600 | 300 | 200 | Structures |
| Siege | T2 | 1,100 | 550 | 360 | Structures |
| Siege | T3 | 1,700 | 900 | 600 | Structures |
| Siege | T4 | 2,200 | 1,200 | 800 | Structures |
| Siege | T5 | 3,300 | 1,800 | 1,200 | Structures |
| Buff Source | Typical Range | Max Observed | Stack Type | Notes |
|---|---|---|---|---|
| Research (Military) | 50–200% | 250% | Additive | Most impactful long-term |
| Gear Set Bonus | 30–120% | 180% | Additive | Varies by equipment tier |
| Hero Skill Bonus | 20–80% | 150% | Additive | Scales with commander level |
| Troop Type Specific | 20–100% | 200% | Additive | Infantry/Cav/Arch buffs |
| Alliance Technology | 10–50% | 80% | Additive | Shared by alliance members |
| Formation Bonus | 10–25% | 25% | Additive | Requires formation unlock |
| Rally Bonus | 10–50% | 50% | Additive | Only when joining rally |
| Skill Talent Tree | 15–60% | 100% | Additive | Depends on talent spec |
| DEF Reduction (Debuff) | 10–50% | 80% | Multiplicative | Applied to enemy DEF |
| HP Reduction (Debuff) | 10–40% | 80% | Multiplicative | Applied to enemy HP pool |
| Attacker | Defender | Counter Bonus | Effective Damage Multiplier | Recommendation |
|---|---|---|---|---|
| Infantry | Cavalry | +25% | 1.25x | Use Infantry to counter Cav |
| Cavalry | Archers | +25% | 1.25x | Cavalry shreds Archer formations |
| Archers | Infantry | +25% | 1.25x | Archers melt infantry at range |
| Siege | Structures | +80% | 1.80x | Siege only for city attacks |
| Infantry | Archers | –10% | 0.90x | Archers counter Infantry |
| Cavalry | Infantry | –10% | 0.90x | Infantry counter Cavalry |
| Archers | Cavalry | –10% | 0.90x | Cavalry counter Archers |
| Mixed | Any | 0% | 1.00x | Neutral, good for unknown enemies |
The cause, that you are ready read, come directly from experiences of players and discussions, that happens in communities of video games about the mode, as damage in raids genuinely operate through various games.
damage in raids is a lot of stuff (all those terms), that covers everything since the ways of as damage operates until tracking of it, and merely getting better resource for distribute it outside. When one looks at the most many games the critical blows weigh a lot. All normal hits with base level of 200% critical damage, and that base stays key when one tries to count outside, how the critical damage strengthens the game.
How Damage and Critical Hits Work in Raids
Here the math: your multiplier for critical are basically 100% plus any percentage of critical damage, that you got, assuming that all blows land as critical. The real goal is reach 100% chance for critical, what causes flood. Once you reached that, it almost always values to push your critical damage more highly instead of chase other state, especially if you run burst-style build, where those changing elements matter.
Assume, that you seat at 150% critical damage. It divides to 100% basic damage plus the 150% critical damage, that you added, what lays you in 250% total damage output. Here we design calculators and tools for estimate damage, for help you perform, whether add more basic state or bank critical damage genuinely give better results.
The difficult part is, that some attacks scale from ATK, while others from DEF. Usually, all attack runs base on ATK, unless the description of skill specifies, that damage depends on DEF vice versa.
What genuinely bothers players are, when does not exist mode sea damage after end of raid. Some games show only your damage numbers, if you fail the fight, you lost and then receive penalty. For successful runs?
Nothing. This was complaint for always, genuinely. Happily, some games ultimately issue summaries of damage in raids, that genuinely shows, what happened when you beat.
In fights of raids, one addresses constant mechanics, that comes from the left and to the right. Can damage the boss during proper move and handle mechanics at same time are not option, it is inevitable. Add debuff, that forces to stop attacking and care about arena cause vice versa, and sharply your rotation gets thrown away and your resource management go hardly.
That shows, why know your rotation of damage are like this important. Dungeons and raids do not halt to cast surprises against you, escape, follow orders, suspend enemies, everything happens at same time.
Switch of talents for AOE to talents for single target can entirely alter, as plays fight with boss. Roll the right rotation according to guidelines help also. Well thrilled gems add up quickly.
Both lifesteal and leech operates likewise, one damage and recover from part of it. Here the spot however: that does not strengthen your maximum HP. The amount of healing depends on any damage number, that passes the target.
Some champions are useful stacking of HP also. Here one sample: it had 45,000 HP and alone died the final brutal phase, taking around season of the health of the boss by means of every normal attack. Interesting are, that the damage stayed same, whether that champion had full health or were down until one HP, I confirmed that by means of testing withimmortal solo-run.
