Introduction
A lot has changed in the world of KOC in the past year. Ascended cities, new troop types,
adjusted Throne Room Caps, Champions and now the new selective defending feature. With
so many variables affecting battles we thought it best to provide a few tips and a cheat sheet
to assist you in the defending part of the game. Since we no longer need to use embassy
spots with the selective defending we are recommending everyone train millions of scouts
as they are cheap and can be used as fodder in many defending scenarios.
Please keep in mind that just beating the opposing player's TR in Attack stats or Defense
stats does not mean you will beat them when you are defending. You need to use the right
set to counter what they have. A common mistake that many players make is to defend with
their High Defense Preset, especially if theirs is better than the attacker's. However, the
attacker receives a boost to their attack damage from the Ore Guardian while a defending
player does not. That is why the common practice of defending with a Defense preset
against incoming horses rarely works. The attacker's horses can do double the damage
because of the Ore Guardian so unless your attacker makes a mistake your troops will get
wiped out.
Here are a few other tips to keep in mind when you are being attacked:
1. On defense always use the wood guardian. No other guardian will give you a boost when
you are under attack.
2. Make sure you have a Marshal in every city with 300 Combat Skill. Since we will not be
reinforcing each other as much, your Marshal's combat level will be affecting your troop
stats.
3. Keep a supply of Blood Furys. Be prepared to use one when you have incoming to give
your troops a boost. Crafting them is simple and the 50% attack boost along with the 300
Knight makes a big difference in your defending troops' attack damage.
4. If the city being attacked is a Fey city, always sacrifice your troops first before setting your
troops to defend.
5. Double-check the type and number of troops you have defending. You should never have
to defend your entire city again. Use the table we have provided to select the correct troop
type and quantity.
6. With incoming march times often being incorrect it is also a good idea to switch to the
correct TR preset and Champion before you switch your troops to defend. Many a player
has attempted to trick the attacking player by switching at the last possible second only to
discover that the attack had already hit. Playing it safe is a good plan.
7. There is also nothing wrong with letting a couple of waves hit before you defend to see
what kind of TR sets they have. You may also decide to defend only the “Champ-less” waves
especially if your attacker has a superior champ and/or TR.
Obviously your attacker can switch the TR preset he or she uses as their attack hits so we are
providing you with the best and safest way to defend regardless of the TR set the attacker
uses. It is very difficult to toggle back and forth as your attacker does and in most cases you
will end up losing all your troops. Most attackers send mixed waves so they have some
flexibility in the TR they select as their attack hits. We will consider some of the most
common attacks you will see and what we recommend to defend against them. We also are
assuming that the attacker is sending a Champ with their attack.
Here are the presets you will want to set up in your TR for Defending. Also when you are
setting up your presets and are adding up your boosts and debuffs remember that Bonus to
PVP on Defense adds to both your Attack stats and Defense Stats. For example 6000 Attack
+ 500 Bonus to PVP on Defense will give you a total of 6500 attack.:
1. Range / Range Debuff Set – This is either your max range or max range debuff set
depending on which is your strongest or a combination of the two.
2. Defense + Attack Debuff – Referred to as “The Tank” this set is used mostly when
attacking. However it can be used effectively in very specific situations when
defending as well. You are going to need as much straight defense and attack debuff
as you can muster. And don't forget that Bonus to PVP on Defense also adds to your
Defending troops Defense total. 6000 Defense + 1000 PVP on Defense actually gives
you 7000 Defense.
3. Attack & Def Debuff – Many of us refer to this as the “Anti-tank”. This preset utilizes a
combination of Attack + Defense Debuff to stop a High Defense HC/Hussar/SW wave.
Some TR levels are getting extremely high so we are suggesting you have a goal of
6500 Attack (or combined Attack & Horsed Attack) minimum and as much Defense
debuff as you can come up with.
4. Combat Speed + Accuracy Debuff +Range Debuff – Tough to get all of these high
enough but it can be done. 2000 Combat Speed is ideal and then add as much
accuracy debuff and then range debuff last if you can.
5. Range + Defense Debuff – As much straight range + ranged range as possible with
3500-5000 Defense Debuff as well. This is a higher risk but high reward set.
6. Attack + Defense Debuff + Combat Speed – We call this your AFK set since it is the
best set to leave on when you are away as it covers virtually all scenarios but with
some losses. Again 6500 attack or combined Attack + Horsed Attack is ideal with
some Combat speed / Horsed Combat Speed. Adding Accuracy Debuff to this if you
can is a big PLUS.
These presets will cover most scenarios you will face. Of course some players with
extremely powerful Throne Rooms may create some additional sets to defend with
but the 6 we have listed are practical for 90% of players. Let's now look a some typical
incoming attacks and match these up with the best preset for you to use, the type and
quantity of troops to use and which troops to Sacrifice if your city is a Fey city.
Incoming Troops Your TR Preset Defending Troops to Use
And Quantity
Troops to Sacrifice
Regular Archers
(They outrange you)
(You outrange them)
Tank (Defense + Attack
Debuff)
Range or Range Debuff
20k Siege Wall & 300k HC
Cats/Ballys/ Flame Archers
(at least equal to the
number they are sending)
Both
Whichever you are using
HC/SW/Hussars Anti-Tank
(Attack + Def Debuff)
Cats / Flame Archers AND
some HC (At least two of
each per incoming unit)
Cats or Flame Archers
AND HC
Horses and Wagons Anti-Tank
(Attack + Def Debuff)
Cats / Flame Archers AND
some HC ( 2 per incoming
unit)
Cats or Flame Archers
AND HC
Mixed Waves
(Flamers/Cats & SW)
(Archers + SW)
(Flamers & Hussars)
AFK Set
Attack + Horsed Attack +
Defense Debuff + Combat
Speed (Accuracy Debuff if
you can add it as well)
HC AND Scouts
At least 2 million horses and
10 million scouts..more
scouts if the number of
ranged troops is high.
HC
Archers & HC
(You outrange them or
you are equal range)
(They outrange you)
Range + Def Debuff
(Anti-Tank)
Attack + Def Debuff
Flame Archers (2 per
incoming troop)
HC AND Scouts
At least 2 million horses and
10 million scouts more
scouts if the number of
ranged troops is high.
Flame Archers
HC
Executioners/Swords (Anti-Tank)
Attack + Def Debuff
Cats / Flame Archers
(1 per attacking unit is more
than enough)
Cats or Flame Archers
Flame Archers
(They outrange you)
(You outrange them)
Combat Speed + Acc
Debuff + Range Debuff
Range or Range Debuff
Scouts and LC and HC
(At least 2 million horses and
10 million scouts the better).
Flame Archers (1 or 2 per
attacking unit)
LC & HC
Flame Archers
Please note. These are the safest sets to use in each situation. There are exceptions and some attackers will
have unique sets to try to counter some of these. However in most cases you will take minimal losses and
will lose less valuable troops. You can also choose to only defend incoming waves that do not have champs
and in those scenarios you can use a champ that greatly boosts your troop stats or greatly decreases theirs.
We will be sending out a second document on how to use Unique Champs against "Champ-less" attackers.
Happy gaming!!
Please send all comments and questions to [email protected].