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Tier list & value

Every number is computed by the build script from local game files, not copied. Re-run the data pipeline after a patch and the tables update themselves.

What this table measures, and what it does not.There are two denominators: power per gold (√(L1 total DPS × L1 total HP) ÷ cost) when gold is tight, and power per plot (same score without dividing by cost) when gold is not the constraint, because one plot holds one card. Neither measures positioning, range value, AOE, control, economy, support adjacency or policy synergy. Those exclusions are listed below — read that section before acting on the numbers.

Troop tier list (38 rankable troops)

TierTroopCostUnitsL1 DPSDPS/goldL1 HPHP/goldMax DPSAtk/sGrowthMax multiplierHP ×Atk ×Max HPRangeCrit†
SImp21348.824.3816984.5707.90.866.60×14.52×3.00×4.00×507105%
SSkeleton21337.118.5718291.0250.70.715.63×6.75×4.69×2.25×853100%
SGhost21327.313.6518291.0117.90.674.32×4.32×4.32×1.44×786105%
SExploder5678.015.6039679.2526.51.005.63×6.75×4.69×2.25×18561.10%
SHound2918.99.45216108.0138.40.785.63×7.32×4.32×1.56×93345%
SLeech2918.99.45216108.0138.40.785.63×7.32×4.32×1.56×93345%
SSoldier2918.99.45216108.0138.40.785.63×7.32×4.32×1.56×93345%
APiercing Demon6956.79.4546878.0265.80.785.63×4.69×6.75×1.00×315955%
AReplicator2911.35.6319899.058.80.584.75×5.23×4.32×1.44×85545%
ADwarf298.34.1316281.060.50.475.63×7.32×4.32×1.56×70041%
AWizard3921.67.2013545.0198.40.206.56×9.19×4.69×3.06×63310%
AScapegoat266.03.0018090.018.01.003.00×3.00×3.00×1.00×54040%
ATrapper2512.06.009045.073.60.485.58×6.13×5.07×1.69×456100%
ABoar3622.27.419632.096.10.594.68×4.32×5.07×1.44×48715%
BThief5938.97.789018.0182.30.404.69×4.69×4.69×1.56×422420%
BGarrison299.04.504522.560.81.005.63×6.75×4.69×2.25×21140%
BArcher4912.43.0912631.598.90.985.86×7.99×4.69×1.56×5911010%
BWarlord4915.53.879924.872.90.314.50×4.71×4.69×1.44×4641010%
BGigafunghi2930.015.0094.5202.50.485.63×6.75×4.69×2.25×4240%
BSporeling2930.015.0094.5202.50.485.63×6.75×4.69×2.25×4240%
CExecutioner7914.42.0620729.662.21.334.32×4.32×4.32×1.44×8941020%
CRaptor5612.62.529619.285.00.506.75×6.75×6.75×2.25×64815%
CFrog233.41.694221.022.80.715.63×6.75×4.69×2.25×197105%
CSmall Slime233.41.694221.022.80.715.63×6.75×4.69×2.25×197105%
COrbiter9910.61.1823426.060.50.434.75×5.70×4.32×1.44×10111010%
CLab RatNo level cap223.41.682613.010.50.333.12×3.12×3.12×1.04×81101%
CElf637.21.199015.040.80.154.75×5.70×4.32×1.44×3891010%
CPaladin636.31.059015.042.50.254.95×6.75×3.63×2.25×32715%
CSlime333.41.134214.014.60.714.32×4.32×4.32×1.44×181105%
CGolem635.40.909015.049.60.206.56×9.19×4.69×3.06×42210%
CShaman664.80.807813.050.60.317.03×10.55×4.69×2.25×36610%
COgre332.10.724214.09.40.283.99×4.39×3.63×1.21×15245%
DMob534.90.98428.421.30.314.32×4.32×4.32×1.44×18145%
DDemon716.80.98568.058.50.847.61×8.57×6.75×1.69×37815%
DWarper1152.90.2711010.014.90.064.68×5.07×4.32×1.69×47510%
DWarlock630.70.118113.53.50.135.15×5.23×5.07×1.44×41110%
DBallista1132.10.19484.49.80.084.68×4.68×5.07×1.44×2431020%
DDefender330.00.009632.00.01.004.50×3.00×6.75×1.00×648100%

Sorted by power per gold. Max DPS and multiplier use the level formula below. Baseline 2026-11-06.When gold is not the constraint, use the per-plot table.

† Crit is split in two, and only one half is verified.The base CriticalChance is a client field; the run bonus is additive(base + 0.001 × run index n) and matches 8/8 local save samples. The “+5 percentage points per level” reading (wiki.gg: Archer 10% → 15% → 20%) has no decidable sample, so per-level crit stays unproven. It is a reference column only and is not used in the radar or growth curves.

Tier thresholds

S Clearly ahead at the same costA Strong and build-definingB Average; needs supportC Low marginal value or nicheD Clearly behind at the same cost

S ≥ 30 · A ≥ 15 · B ≥ 8 · C ≥ 3 · D < 3, in units of √(DPS×HP) per gold. Thresholds are arbitrary reading aids; the ranking itself is continuous.

When gold is not the constraint: rank by plot

The gold denominator stops working once gold is solved.Only gold can multiply itself: Loan +99 (20 stacks = 1980), Vault +3/year/level, Burglary gold on kill, Salvage 27x refund. Plots are the thing you cannot buy: fixed at start, +3 per Exploration/Wilderness, and one card per plot. Late-game scarcity is plots > card slots > levels > waves > gold.
TierPlot rankTroopCostUnitsPer plot L1Per plot L3Max HPHP ×Atk ×GrowthGold rankMoveMax multiplierRange
S1Exploder5617698918564.69×2.25×5.63×#4↑36.75×1.1
S2Piercing Demon6916391631596.75×1.00×5.63×#8↑64.69×5
S3Imp213915995073.00×4.00×6.60×#1↓214.52×10
S4Skeleton213824628534.69×2.25×5.63×#2↓26.75×10
S5Hound29643599334.32×1.56×5.63×#5—7.32×4
S6Leech29643599334.32×1.56×5.63×#6—7.32×4
S7Soldier29643599334.32×1.56×5.63×#7—7.32×4
S8Wizard39543546334.69×3.06×6.56×#11↑39.19×1
A9Ghost213703057864.32×1.44×4.32×#3↓64.32×10
A10Thief59592774224.69×1.56×4.69×#15↑54.69×4
A11Orbiter995024710114.32×1.44×4.75×#25↑145.70×10
A12Archer49392425914.69×1.56×5.86×#17↑57.99×10
A13Executioner79552368944.32×1.44×4.32×#21↑84.32×10
A14Raptor56352356486.75×2.25×6.75×#22↑86.75×1
A15Replicator29472248554.32×1.44×4.75×#9↓65.23×4
A16Boar36462164875.07×1.44×4.68×#14↓24.32×1
A17Dwarf29372067004.32×1.56×5.63×#10↓77.32×4
A18Warlord49391844644.69×1.44×4.50×#18—4.71×10
A19Trapper25331834565.07×1.69×5.58×#13↓66.13×10
B20Demon71201493786.75×1.69×7.61×#34↑148.57×1
B21Golem63221454224.69×3.06×6.56×#30↑99.19×1
B22Shaman66191363664.69×2.25×7.03×#31↑910.55×1
B23Elf63251263894.32×1.44×4.75×#27↑45.70×10
B24Paladin63241183273.63×2.25×4.95×#28↑46.75×1
B25Garrison29201132114.69×2.25×5.63×#16↓96.75×4
B26Scapegoat2633995403.00×1.00×3.00×#12↓143.00×4
B27Gigafunghi291692424.69×2.25×5.63×#19↓86.75×4
B28Sporeling291692424.69×2.25×5.63×#20↓86.75×4
C29Warper11518844754.32×1.69×4.68×#35↑65.07×1
C30Frog2312671974.69×2.25×5.63×#23↓76.75×10
C31Small Slime2312671974.69×2.25×5.63×#24↓76.75×10
C32Mob5314621814.32×1.44×4.32×#33↑14.32×4
C33Slime3312511814.32×1.44×4.32×#29↓44.32×10
C34Ballista11310492435.07×1.44×4.68×#37↑34.68×10
C35Ogre3310381523.63×1.21×3.99×#32↓34.39×4
C36Warlock637384115.07×1.44×5.15×#36—5.23×1
D37Lab Rat22929813.12×1.04×3.12×#26↓113.12×10
D38Defender33126486.75×1.00×4.50×#38—3.00×10

Per-plot power = √(max-level total DPS × max-level total HP), without dividing by cost. Thresholds: S ≥ 350 · A ≥ 180 · B ≥ 90 · C ≥ 30.

Side-by-side comparison

Tick 2–3 troops. The dumbbell chart puts every axis on one horizontal percentile scale; the radar is a secondary view. The selection is kept in the URL (?c=archer,orbiter&m=hp,dps).

2 selected (max 3)

Axes (tick 1 or more; >5 switches to percentile cells)

Allowed names: hp, dps, spd, walk, units, cost, hpPerCost, dpsPerCost, growth, with + - * / and brackets. No scripts.

Percentile per axis (band = P25–P75)
0%50%100%SurvivalArcher · Survival: 591 HP (62%)Orbiter · Survival: 1,011 HP (93%)DamageArcher · Damage: 82.4 DPS (64%)Orbiter · Damage: 50.4 DPS (38%)Atk speedArcher · Atk speed: 0.98 /s (86%)Orbiter · Atk speed: 0.43 /s (36%)MobilityArcher · Mobility: 1.50 tiles/s (54%)Orbiter · Mobility: 1.00 tiles/s (14%)

Archer

Survival62% · 591 HP
Damage64% · 82.4 DPS
Atk speed86% · 0.98 /s
Mobility54% · 1.50 tiles/s

Orbiter

Survival93% · 1,011 HP
Damage38% · 50.4 DPS
Atk speed36% · 0.43 /s
Mobility14% · 1.00 tiles/s
SurvivalP95 1,138DamageP95 294.1Atk speedP95 1.00MobilityP95 3.91
Total HP
05051,011Archer L1: 126.0Archer L2: 315.0Archer L3: 590.6Orbiter L1: 234.0Orbiter L2: 561.6Orbiter L3: 1,010.9L1L2L3
Total DPS (no crit)
04182Archer L1: 11.3Archer L2: 35.2Archer L3: 82.4Orbiter L1: 9.6Orbiter L2: 25.5Orbiter L3: 50.4L1L2L3
  • Archer
  • Orbiter
TroopCostUnitsL1 HPMax HPL1 DPSMax DPSAtk/sGrowthHP ×DPS ×SpeedRange
Archer4912659111.382.40.985.86×4.69×7.32×1.5010
Orbiter992341,0119.650.40.434.75×4.32×5.23×1.0010

Curves start at level 1 and stop at MaxLevel. A flat line means the multipliers really are 1.0, not missing data. Percentiles are computed against all comparable troops; grey bands mark P25–P75.

Support / economy buildings

Buildings have no independent cost field, so they cannot be scored per gold. Instead they are rated by whether they add a multiplier or an additive stat.

S Clearly ahead at the same cost

BuildingClient fieldWhy
VaultcurrencyPerLevel = 3Settles +3 gold per level each year. Base yearly income is only 9, so a level-3 vault doubles it; the only reliable compound economy building.
CodexCardsPerLevel = 1+1 hand size per level. Hand size is a raw resource, not a stat: one more card is one more multiplication opportunity.
FarmunitsPerEffect = 1Gives one adjacent troop +1 unit each year. Unit count is a multiplier in the level formula, worth far more than +2% stats.
ShrineinitialCost = 9; costDecrementPerLevel = 3Spend 9/6/3 gold for a random level-up; the only way to buy levels directly with gold. Levels are the main source of power.

A Strong and build-defining

BuildingClient fieldWhy
Demon's AltarFlatStatBoostPerAlly = 0.1; FlatSpeedBoostPerAlly = 0.002Each allied death gives a permanent +10% boost. The more allies you have, the faster it snowballs; core of the blood imp swarm.
QuarrydamageBoost = 1.02; costPerLevel = 9All towers and castles gain +2% damage per year, and each level costs only 9 gold. The only growth curve for tower builds, but it is linear.
BlacksmithstrengthPercentage = 1.02; projectilesPerLevel = 2Adjacent units gain +2% damage per year and +2 projectiles per level. Projectiles are a count term, better than the 2%.
BeaconspeedBoost = 1.02Adjacent units gain +2% attack speed per year. Attack speed multiplies DPS like damage, but adjacency is restrictive.
TemplestatBoost = 1.09Random plot, random stat, x1.09, one-shot but large; effectively a free small level.
DispenserboostPerCoin = 1.005Gain +0.5% attack speed per gold received. The higher your income, the stronger it gets; the greed build turns gold into combat power.
LibrarybaseEffectChancePercentage = 50; chanceReductionStartSuccessCount = 3; reducedEffectChancePercentage = 2050% chance to copy an adjacent enchantment, dropping to 20% after 3 successes. A free copy machine for enchantment builds.
TrebuchetprojectilesPerBuilding = 1+1 projectile per building. Building count becomes a multiplier; core of tower/building builds.
DoomstowerdamageMultiplierOnLifeLost = 9; MaxRayTargets = 99Damage x9 when you lose a life, up to 99 targets. A comeback piece: the fewer lives you have, the stronger it is.

B Average; needs support

BuildingClient fieldWhy
CauldronpoisonStacksPerLevel = 33 poison stacks per level. Only valuable with Venom / Poison Thorns; thin on its own.
Wall MakerhealthBoostPerYear = 1.1Wall HP x1.1 per year (compound). Pure defense unless you play reflect/stall.
OrchardrootsPerLevel = 3; StunDuration = 93 roots per level, 9s stun. Control material; only multiplicative with Weakspot.
FlametowerstrengthPerTroop = 2Damage scales with nearby troop count; a ground tower for swarm builds.
ManglerstrengthPerTroop = 2Same as above: damage per nearby troop; comes in the Blood king starter.
RecyclerdamageBoostPerLevel = 0.02+2% damage per level with no adjacency restriction, but the same linear curve as Quarry.
ReactorRaysPerRainbowCard = 1Rays per rainbow card. Only Refraction / rainbow builds can feed it.
RepeaterraysPerLevel = 33 rays per level; pure count stacking with a low ceiling.
TrashmakerTrashCardsPerLevel = 1+1 trash card per level. Only an economy piece with Salvage (pit refunds).
PortalDefaultTravelYears = 2Teleports troops across years; a Time king utility piece with no direct combat stats.
Dragon's DenplotDestroyedBoost = 1.2; dragonSpeed = 12x1.2 boost after destroying a plot; only demolition builds can use it.

C Low marginal value or niche

BuildingClient fieldWhy
CampstatBoost = 1.02+2% single-plot stats per year; same tier as adjacency buildings but narrower.
ForesthpBoost = 0.02+2% HP per year. HP is not damage; lower value than buildings on the same tier.
SpireraysPerLevel = 3; raySubdivisionCount = 30; rayAmplitude = 0.1Healing rays; only comes online with Spiremania / Revitalize.
Great HallBaseStatInheritance = 0.5; SpawnRandomness = 2.77Inherits 50% of base stats with randomness; variance beats the expected value.

Ratings are editorial; the field values are extracted and now shown on each building page.

Special troops the generic score cannot rank

TroopCostReal roleClient field
Mercenary10Unit count is set by gold, not the card faceMTroopCount = 0; goldPerTroop = 9
Lab Rat2The only troop without a level cap; can break the level-3 ceilingsee card page
Scapegoat2Economy piece: produces gold on death, not a combat unitsee card page
Wizard3Spell-build core: each spell card adds damagesee card page
Warlock6Tome-build front line; low card DPS is intentionalsee card page
Soldier2Swarm component: more units, more damagesee card page
Hound2Scales with the number of digits in a value; field semantics not fully confirmedsee card page
Leech2Life steal: steals 9% of stats per levelsee card page
Replicator2Refills 9 units every wavesee card page
Small Slime2Splits up to 2 levels; spreads across the boardsee card page
Slime3Same as above: split-and-spread piecesee card page
Defender3Reflect wall: near-zero attack is normalsee card page
Ballista11Single penetrating shot with a very slow attack; useless without levelssee card page
Ogre3+5% all stats per empty adjacent plot; stronger alonesee card page
Dwarf2Stronger with more locked plotssee card page
Warper11Summons minions with no capsee card page
Thief5Teleports into the back line; assassin core with guaranteed-crit policiessee card page
Trapper2Control: one trap and a 0.5s immobilizesee card page
Piercing Demon6Line penetration; positioning decides real damagesee card page
Paladin6Converts damage from HP ratio; trades tankiness for outputsee card page
Boar3Rider inheritance: rider strength scales with HPsee card page
Raptor5Transfers 100% of stats to the rider, speed x4see card page
ZMegaminion2Legacy/test card; not obtainableid = zmegaminion
ZBear6Legacy/test card; not obtainableid = zbear
Mercenary10Unit count is set by gold; the static formula does not applyMTroopCount = 0; goldPerTroop = 9

Level formula and verification

UnitsUnits × level
HP per unitMaxHP × MHPBoost^(level−1)
Attack per unitAttackStrength × MAttackStrengthBoost^(level−1)
Attack intervalAttackDelay ÷ MAttackDelayBoost^(level−1) (a shorter interval is faster; attack speed = 1 ÷ interval)
Crit (run bonus)CriticalChance + 0.001 × run index n 8/8 save samples
Crit (per level)Unverified (no sample with L≥2 and MCritChanceBoost≠1 in the whole card set) unverified
DPSattack ÷ interval × (1 + crit chance × (crit multiplier − 1)) × units
  1. Community wiki per-level tables. Imp 13 → 26 → 39 and Archer 9 → 18 → 27 match "units × level".
  2. Attack speed direction. Hits/second rises with level, so MAttackDelayBoost is a divisor, not a multiplier.
  3. Crit is two parts: the run bonus matches 8/8 local save samples (CriticalChance + 0.001 × n); the per-level part (MCritChanceBoost) has no L≥2 sample and stays unverified, so it is not a radar axis.
  4. Consistency. Applying the formula to all 41 troops with a Cost field produces no negative, infinite or MaxLevel conflicts.
Known uncertainty: (1) Cost exists only for troops, so building cost cannot be cross-checked; (2) the wiki pages are from 2026-07 and some values have changed — the local client wins; (3) crit is capped at 100% in this table even though the data does not express a cap; (4) per-level crit is unproven — there is no L≥2 sample, so the Crit column is labelled community; the run bonus is additive and reconciled 8/8, and the radar/growth charts still exclude crit.