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Soldier

Soldier

士兵

⚔️ 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).

Survival933 HPP95 1,138Damage131.8 DPSP95 294.1Atk speed0.78 /sP95 1.00Mobility1.72 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
0467933Soldier L1: 216.0Soldier L2: 518.4Soldier L3: 933.1×4.32L1L2L3
Total DPS (no crit)
066132Soldier L1: 18.0Soldier L2: 56.3Soldier L3: 131.8×7.32L1L2L3
  • Survival:933 HP = 34.560 HP × 27 units(percentile 88%,client field;P95 1,138)
  • Damage:131.8 DPS(percentile 75%,derived;P95 294.1)
  • Atk speed:0.78 /s(percentile 74%,derived;P95 1.00)
  • Mobility:1.72 tiles/s(percentile 64%,client field;P95 3.91)
  • Growth:5.63×(√(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).

Percentile in the 38 comparable troops

Survival88% · 933 HP
Damage75% · 131.8 DPS
Atk speed74% · 0.78 /s
Mobility64% · 1.72 tiles/s
Growth66% · 5.63 ×

The bar is the percentile rank against all comparable troops; the number after it is the actual value. Percentiles are computed from the data, not typed in.

Level by level

LevelUnitsHP / unitTotal HPAttackInterval (s)Attacks / sDPS / unitTotal DPSSpeed
Lv1924.00216.04.0002.0000.5002.00018.01.100
Lv21828.80518.45.0001.6000.6253.12556.31.375
Lv32734.56933.16.2501.2800.7814.883131.81.719

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)24.000client field
Base attack (AttackStrength)4.000client field
Base interval (AttackDelay)2.000 sclient field
Base walk speed (WalkSpeed)1.100client field
Units per plot (MTroopCount)9client field
Level cap (MaxLevel)3client field
HP multiplier (MHPBoost)1.200 → 4.32× totalderived
Attack multiplier (MAttackStrengthBoost)1.250 → 1.56×derived
Interval divisor (MAttackDelayBoost)1.250 → 1.56× fasterderived
Walk multiplier (MWalkSpeedBoost)1.250 → 1.56×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
HP24
Attack4
Attack interval (s)2
Range4
Move speed1.1
Crit chance0.05
Crit multiplier2
Projectile size0.5
Projectile flight time1
Stop distance0.8
Card fields
Rarity index0
Costs action1
Limitless levels0
Card power1
HP growth / level1.2
Move speed growth / level1.25
Attack growth / level1.25
Attack speed growth / level1.25
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 plot9
Mobile unit cap9
Cost2
Start wave0
Subtype0
Range0
Difficulty1
Class fields
damageBoostPerAddedTroop0.01
Description

Balanced melee warrior. Gains X damage for each new unit.

Level art
Soldier Level01
Level01
Soldier Level02
Level02
Soldier Level03
Level03
Game ID
Soldier
Sources
Local game files (Early Access)

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