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Mercenary

Mercenary

雇佣兵

⚔️ TroopCommonGame textCards

Multi-axis profile and growth

Curve points come from the client fields (M*Boost), reconciled against a runtime save: MaxHP × MHPBoost^(level−1). No global run bonus is included (a fresh run has none).

Survival121 HPP95 1,138Damage20.7 DPSP95 294.1Atk speed0.80 /sP95 1.00Mobility1.44 tiles/sP95 3.91

Radius = √(value ÷ P95); rings are 25 / 50 / 75 / 100% of the radius. Axis labels show this troop’s value, with that axis’s P95 in small text.

Total HP
011Mercenary L1: 0.0Mercenary L2: 0.0Mercenary L3: 0.0L1L2L3
Total DPS (no crit)
011Mercenary L1: 0.0Mercenary L2: 0.0Mercenary L3: 0.0L1L2L3

Unit count is not declared for this troop (MTroopCount = 0; it is bought per gold), so the radar is drawn as a single unit. The level table keeps the real 0 units; this chart is a shape reference only and is not part of the percentile set.

  • Survival:121 HP = 40.320 HP × 1 units(percentile 8%,client field;P95 1,138)
  • Damage:20.7 DPS(percentile 24%,derived;P95 294.1)
  • Atk speed:0.80 /s(percentile 79%,derived;P95 1.00)
  • Mobility:1.44 tiles/s(percentile 46%,client field;P95 3.91)
  • Growth:5.18×(√(HP × DPS growth at max level), derived)

Axes are max-level values: survival = total HP, damage = attack ÷ interval × units (no crit), attack speed = 1 ÷ interval, mobility = walk speed. Growth = √(total HP multiplier × total DPS multiplier).

Level by level

LevelUnitsHP / unitTotal HPAttackInterval (s)Attacks / sDPS / unitTotal DPSSpeed
Lv1028.000.06.0001.8000.5563.3330.01.000
Lv2033.600.07.2001.5000.6674.8000.01.200
Lv3040.320.08.6401.2500.8006.9120.01.440

Total DPS here excludes crit on purpose: the per-level crit formula cannot be verified against the local client, so crit is shown as separate rows below.

Raw values and multipliers

FieldValueSource
Base HP (MaxHP)28.000client field
Base attack (AttackStrength)6.000client field
Base interval (AttackDelay)1.800 sclient field
Base walk speed (WalkSpeed)1.000client field
Units per plot (MTroopCount)0 (not declared; chart uses 1)client field
Level cap (MaxLevel)3client field
HP multiplier (MHPBoost)1.200 → —derived
Attack multiplier (MAttackStrengthBoost)1.200 → 1.44×derived
Interval divisor (MAttackDelayBoost)1.200 → 1.44× fasterderived
Walk multiplier (MWalkSpeedBoost)1.200 → 1.44×derived
Crit chance (base field)5.00%client field
Crit chance (run bonus)5.00% + 0.1 pp × nsave-reconciled
Crit chance per level (MCritChanceBoost)1.000×unverified · no sample
Crit multiplier2.00×client field

Crit is split in two: the run bonus is reconciled against 8/8 save samples (CriticalChance + 0.001 × run index n), while the per-level MCritChanceBoost has no sample and stays unverified.

What this chart leaves out AOE, piercing, idle time from range, summons and splits, thorns and armour, plus run policies and blessings — those are positioning and build, not the card itself. Element powers are integer counters and are 0 on every card in this version, so no element axis exists.

Compare this troop with others →

Type
⚔️ Troop
Rarity
Common
Combat stats
HP28
Attack6
Attack interval (s)1.8
Range4
Move speed1
Crit chance0.05
Crit multiplier2
Projectile size0.5
Projectile flight time1
Stop distance1
Card fields
Rarity index0
Costs action1
Limitless levels0
Card power1
HP growth / level1.2
Move speed growth / level1.2
Attack growth / level1.2
Attack speed growth / level1.2
Life steal growth / level1
Crit multiplier growth / level1
Crit chance growth / level1
Freeze growth / level0
Thunder growth / level0
Combustion growth / level0
Steel coat growth / level0
Explosion growth / level0
Max level3
Units per plot1
Mobile unit cap0
Cost10
Start wave0
Subtype0
Range0
Difficulty1
Class fields
goldPerTroop9
Description

Strong but fickle warrior for hire. You always have X unit for each X gold you have.

Level art
Mercenary Level01
Level01
Mercenary Level02
Level02
Mercenary Level03
Level03
Game ID
Mercenary
Starter king
Sources
Local game files (Early Access)

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