BATTLE SIMULATOR,
DEMYSTIFIED
Community model · heroes not included
a community model, not the game's own code — the battle engine is the one the Frakinator reverse-engineered and tested against real reports. heroes aren't in it yet, so read a hero fight as a starting point.
The maths of your battles, in one place. Read a report once and the same numbers answer every fight: your lead's bear ratio, your own bear march, the Mystic Trial mix that clears, and any battle you can type both sides of.
bear ratio bear march mystic trial battle
The console
One report, four fights. Import a battle screenshot or type the numbers in — the Bonus Details panel from the mail — then pick the fight. Nothing leaves the page; the read and every battle run in your browser.
The opponent
their stats and troops, from the report's right columnTRY IT — YOUR BEAR RATIO
The ideal march lands here.
how this reads
The lead's attack and lethality make their A factor per troop type. That alone fixes the mix the lead should run, and their strength K.
The exact mix depends on the lead's attack factors — not your stats or the march size. For ordinary join marches the guide uses 5 / 15 / 80, which has been very close to the exact optimum for the rally leads tested so far; this panel shows the selected lead's exact optimum. Heroes are not in it yet — a type-specific skill would move this mix.
TRY IT — YOUR BEAR MARCH
A damage figure — and the bracket it lands in — needs heroes. The bear's own skills and the lead's and joiners' hero kits ride on every hit, and those are not in this engine yet. The Frakinator's ladder doubles from 47M to 38.4B; until heroes land, this panel shows the split, not a damage figure.
how this reads
Your march, weighed against the lead's optimum for that same march size.
Tier sets the scale, not the split: the three types' base attacks rise together, so one tier across the march cancels out. Only mixing tiers moves the optimum — and from T7+ / TG3+ archers pick up another ×1.1 against the bear.
Absolute damage scales with √(troops) of each type — double the march and you get ×1.41, not ×2. Every split rule holds at any scale, which is what lets the console answer before the constant is fitted.
TRY IT — CLEAR THE STAGE
Choose a room
how this reads
Type the stage from its report — your stats on the left, the trial's on the right, and the trial's troop numbers — then let the console try every mix of your march against it. Today's rooms are marked; tap a room to compare its starting ratio.
A ratio is the share of your march per type — infantry / cavalry / archers. The alt is the first fallback when the starting line still doesn't clear.
TRY IT — ANY BATTLE
how this reads
Both sides of a fight — your stats and march, their stats and troops — and the console fights it out, round by round. A beast, a rival's city, a garrison you scouted: if you can read its report, you can fight it here first.
The fight, as typed
Find the mix that wins
grid & limits
Your total march, shared out every way on the grid below and fought against the same opponent. Each mix is fought many times, because two troop skills are chance — the win chance is the share of those battles you take.
room rules & tips
Five of the six rooms fix your troops at Level 10 — training more won't clear them; upgrading the system they check will. Only the Coliseum and the Radiant Spire let you pick your heroes.
The engine has no heroes, so it is exact for the four hero-less rooms. For the Coliseum and the Radiant Spire, try fewer enemy troops in the same proportions — it points at a mix, it doesn't promise a clear.
Five attempts per room per day, refreshed at 00:00 UTC — and an attempt is only spent on a loss. Clear Stages 1–10 in a room and its Raid opens: +10 Trial Crystals a stage, every week.
Once the Trial Shop shows Truegold Dust, that's the buy — T11 gear wants it in volume.
Community tables put the Crystal Cave in the same Wed–Thu window as the Forest of Life; older notes list the pets alone. The event screen is the tiebreaker.
Heroes are not in it yet. Their stats already sit in a report's Bonus Details, so a beast or a scouted march reads close — but their skills don't, and a skill-heavy lineup can swing the fight either way.
How the console works it out:
Each troop type's A factor is its attack times its lethality: (1 + attack%) × (1 + lethality%). Its D factor is defence times health, the same way. One pair per type, from the report.
A battle runs in rounds, both sides at once. Each troop type hits the front-most enemy type still standing — infantry, then cavalry, then archers — and kills √(its troops × the smaller army) × A ÷ D ÷ 100, with the troops' base attack and the target's base health inside A and D. A 0.01% fatigue a round slows it down until one side is gone.
On top sit the troop skills: every type deals +10% to the one it counters (infantry → cavalry → archers → infantry). From T7 infantry take 10% less from cavalry, cavalry have a 20% chance to ride past the infantry onto the archers, and archers a 10% chance to strike twice — the two chances are why the console fights every mix many times.
The kill formula, in one line
dead = ⌈ √(Nt·N0) · At / Dtarget / 100 · (1 − 0.0001·round) ⌉ · N0 = min(Nyou, Nthem)
For the bear, the damage weights are the troops' base attacks from the troop table — infantry ⅓, cavalry 1, archers 4.4/3 at T6, the archers' ×1.1 coming from the all-infantry bear. The ideal share is the weighted factor squared, normalised: ft ∝ (weightt·At)².
The formula, in one line
ft ∝ (Ainf/3, Acav, 4.4·Aarc/3)² · K = √(Σ wt²)
Your bear march is the same sum per type: √(troops) × base attack × A. The verdict is a pure ratio — your split converts the cosine of what the same troops could do for this lead. The nearer your shares sit to ft, the nearer that number gets to 100%.
The march, in one line
D ∝ Σt √Nt·baset·At · split efficiency = Σ(btAt√ft) / √(Σ(btAt)²)
The Mystic Trial starting ratios are community tables (Kingshot Mastery), not extracted formulas — the sweep is what tests them against your stage. The battle engine and the bear maths are the Frakinator's.
Hero skills are the piece still missing: an all-troop buff cancels out of a bear split, a type-specific one moves it, and in a battle every skill counts. Until heroes land, treat a hero fight's answer as a starting point.