Basics live in Core Systems, comps in Recommended Squads. This page digs one level deeper into matchups.
The triangle
Tank > Missile > Air > Tank. “Beats” runs one way around the circle.
- Tank → strong vs Missile / weak vs Air
- Missile → strong vs Air / weak vs Tank
- Air → strong vs Tank / weak vs Missile
The effect — 20% less damage taken
The side with the advantage takes 20% less damage. So if you’re the countering type you get hit less; if you’re countered you get hit more. With identical stats, the matchup alone decides the fight.
Key: a counter is “less damage taken,” not “more damage dealt.” Read it that way and it’s obvious why mono and the damage-reduction meta (Murphy/Williams) are so strong.
What decides damage
- Counter (±20% damage taken) — applied first.
- Troop/hero stats — level, stars, gear, exclusive weapon, awakening.
- Team buffs/debuffs — Murphy/Williams reduction, Marshall crit-vulnerability, etc.
→ Even at an even or bad matchup, reduction, debuffs, and stat gaps can flip it. Conversely, trusting the counter while ignoring stats/buffs loses.
In practice
- Scout first. Read the enemy’s main troop type and bring the countering mono (if they run air, bring missile).
- When you’re countered: soak with damage reduction (Murphy/Williams) and shields, or don’t overreach — dodge and regroup.
- Rallies: the leader’s type/buffs often set the terms → put up a high-counter, high-buff leader.
Why mono is strong (tied to counters)
Five of the same type get the EW Lv20 +7.5% across all members plus the capital mono bonus — and a single type makes counter play clean. Mixed comps lose those bonuses and muddle your matchups. (See Recommended Squads.)
Common mistakes
- Ignoring counters, trusting stats → 20% is bigger than it looks.
- Mixed comps → you lose both the mono bonus and clean counters.
- Entering without scouting → you get out-countered and burn troops.
Unofficial fan-site content · no partnership or sponsorship with the developer · figures can change with patches.
By: 397. Chiangmai 한량