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.
Related: Builds & policies ·Gold ROI
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) Tier Troop Cost Units L1 DPS DPS/gold L1 HP HP/gold Max DPS Atk/s Growth Max multiplier HP × Atk × Max HP Range Crit† S Imp 2 13 48.8 24.38 169 84.5 707.9 0.86 6.60× 14.52× 3.00× 4.00× 507 10 5% S Skeleton 2 13 37.1 18.57 182 91.0 250.7 0.71 5.63× 6.75× 4.69× 2.25× 853 10 0% S Ghost 2 13 27.3 13.65 182 91.0 117.9 0.67 4.32× 4.32× 4.32× 1.44× 786 10 5% S Exploder 5 6 78.0 15.60 396 79.2 526.5 1.00 5.63× 6.75× 4.69× 2.25× 1856 1.1 0% S Hound 2 9 18.9 9.45 216 108.0 138.4 0.78 5.63× 7.32× 4.32× 1.56× 933 4 5% S Leech 2 9 18.9 9.45 216 108.0 138.4 0.78 5.63× 7.32× 4.32× 1.56× 933 4 5% S Soldier 2 9 18.9 9.45 216 108.0 138.4 0.78 5.63× 7.32× 4.32× 1.56× 933 4 5% A Piercing Demon 6 9 56.7 9.45 468 78.0 265.8 0.78 5.63× 4.69× 6.75× 1.00× 3159 5 5% A Replicator 2 9 11.3 5.63 198 99.0 58.8 0.58 4.75× 5.23× 4.32× 1.44× 855 4 5% A Dwarf 2 9 8.3 4.13 162 81.0 60.5 0.47 5.63× 7.32× 4.32× 1.56× 700 4 1% A Wizard 3 9 21.6 7.20 135 45.0 198.4 0.20 6.56× 9.19× 4.69× 3.06× 633 1 0% A Scapegoat 2 6 6.0 3.00 180 90.0 18.0 1.00 3.00× 3.00× 3.00× 1.00× 540 4 0% A Trapper 2 5 12.0 6.00 90 45.0 73.6 0.48 5.58× 6.13× 5.07× 1.69× 456 10 0% A Boar 3 6 22.2 7.41 96 32.0 96.1 0.59 4.68× 4.32× 5.07× 1.44× 487 1 5% B Thief 5 9 38.9 7.78 90 18.0 182.3 0.40 4.69× 4.69× 4.69× 1.56× 422 4 20% B Garrison 2 9 9.0 4.50 45 22.5 60.8 1.00 5.63× 6.75× 4.69× 2.25× 211 4 0% B Archer 4 9 12.4 3.09 126 31.5 98.9 0.98 5.86× 7.99× 4.69× 1.56× 591 10 10% B Warlord 4 9 15.5 3.87 99 24.8 72.9 0.31 4.50× 4.71× 4.69× 1.44× 464 10 10% B Gigafunghi 2 9 30.0 15.00 9 4.5 202.5 0.48 5.63× 6.75× 4.69× 2.25× 42 4 0% B Sporeling 2 9 30.0 15.00 9 4.5 202.5 0.48 5.63× 6.75× 4.69× 2.25× 42 4 0% C Executioner 7 9 14.4 2.06 207 29.6 62.2 1.33 4.32× 4.32× 4.32× 1.44× 894 10 20% C Raptor 5 6 12.6 2.52 96 19.2 85.0 0.50 6.75× 6.75× 6.75× 2.25× 648 1 5% C Frog 2 3 3.4 1.69 42 21.0 22.8 0.71 5.63× 6.75× 4.69× 2.25× 197 10 5% C Small Slime 2 3 3.4 1.69 42 21.0 22.8 0.71 5.63× 6.75× 4.69× 2.25× 197 10 5% C Orbiter 9 9 10.6 1.18 234 26.0 60.5 0.43 4.75× 5.70× 4.32× 1.44× 1011 10 10% C Lab Rat No level cap 2 2 3.4 1.68 26 13.0 10.5 0.33 3.12× 3.12× 3.12× 1.04× 81 10 1% C Elf 6 3 7.2 1.19 90 15.0 40.8 0.15 4.75× 5.70× 4.32× 1.44× 389 10 10% C Paladin 6 3 6.3 1.05 90 15.0 42.5 0.25 4.95× 6.75× 3.63× 2.25× 327 1 5% C Slime 3 3 3.4 1.13 42 14.0 14.6 0.71 4.32× 4.32× 4.32× 1.44× 181 10 5% C Golem 6 3 5.4 0.90 90 15.0 49.6 0.20 6.56× 9.19× 4.69× 3.06× 422 1 0% C Shaman 6 6 4.8 0.80 78 13.0 50.6 0.31 7.03× 10.55× 4.69× 2.25× 366 1 0% C Ogre 3 3 2.1 0.72 42 14.0 9.4 0.28 3.99× 4.39× 3.63× 1.21× 152 4 5% D Mob 5 3 4.9 0.98 42 8.4 21.3 0.31 4.32× 4.32× 4.32× 1.44× 181 4 5% D Demon 7 1 6.8 0.98 56 8.0 58.5 0.84 7.61× 8.57× 6.75× 1.69× 378 1 5% D Warper 11 5 2.9 0.27 110 10.0 14.9 0.06 4.68× 5.07× 4.32× 1.69× 475 1 0% D Warlock 6 3 0.7 0.11 81 13.5 3.5 0.13 5.15× 5.23× 5.07× 1.44× 411 1 0% D Ballista 11 3 2.1 0.19 48 4.4 9.8 0.08 4.68× 4.68× 5.07× 1.44× 243 10 20% D Defender 3 3 0.0 0.00 96 32.0 0.0 1.00 4.50× 3.00× 6.75× 1.00× 648 10 0%
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.
Tier Plot rank Troop Cost Units Per plot L1 Per plot L3 Max HP HP × Atk × Growth Gold rank Move Max multiplier Range S 1 Exploder 5 6 176 989 1856 4.69× 2.25× 5.63× #4 ↑3 6.75× 1.1 S 2 Piercing Demon 6 9 163 916 3159 6.75× 1.00× 5.63× #8 ↑6 4.69× 5 S 3 Imp 2 13 91 599 507 3.00× 4.00× 6.60× #1 ↓2 14.52× 10 S 4 Skeleton 2 13 82 462 853 4.69× 2.25× 5.63× #2 ↓2 6.75× 10 S 5 Hound 2 9 64 359 933 4.32× 1.56× 5.63× #5 — 7.32× 4 S 6 Leech 2 9 64 359 933 4.32× 1.56× 5.63× #6 — 7.32× 4 S 7 Soldier 2 9 64 359 933 4.32× 1.56× 5.63× #7 — 7.32× 4 S 8 Wizard 3 9 54 354 633 4.69× 3.06× 6.56× #11 ↑3 9.19× 1 A 9 Ghost 2 13 70 305 786 4.32× 1.44× 4.32× #3 ↓6 4.32× 10 A 10 Thief 5 9 59 277 422 4.69× 1.56× 4.69× #15 ↑5 4.69× 4 A 11 Orbiter 9 9 50 247 1011 4.32× 1.44× 4.75× #25 ↑14 5.70× 10 A 12 Archer 4 9 39 242 591 4.69× 1.56× 5.86× #17 ↑5 7.99× 10 A 13 Executioner 7 9 55 236 894 4.32× 1.44× 4.32× #21 ↑8 4.32× 10 A 14 Raptor 5 6 35 235 648 6.75× 2.25× 6.75× #22 ↑8 6.75× 1 A 15 Replicator 2 9 47 224 855 4.32× 1.44× 4.75× #9 ↓6 5.23× 4 A 16 Boar 3 6 46 216 487 5.07× 1.44× 4.68× #14 ↓2 4.32× 1 A 17 Dwarf 2 9 37 206 700 4.32× 1.56× 5.63× #10 ↓7 7.32× 4 A 18 Warlord 4 9 39 184 464 4.69× 1.44× 4.50× #18 — 4.71× 10 A 19 Trapper 2 5 33 183 456 5.07× 1.69× 5.58× #13 ↓6 6.13× 10 B 20 Demon 7 1 20 149 378 6.75× 1.69× 7.61× #34 ↑14 8.57× 1 B 21 Golem 6 3 22 145 422 4.69× 3.06× 6.56× #30 ↑9 9.19× 1 B 22 Shaman 6 6 19 136 366 4.69× 2.25× 7.03× #31 ↑9 10.55× 1 B 23 Elf 6 3 25 126 389 4.32× 1.44× 4.75× #27 ↑4 5.70× 10 B 24 Paladin 6 3 24 118 327 3.63× 2.25× 4.95× #28 ↑4 6.75× 1 B 25 Garrison 2 9 20 113 211 4.69× 2.25× 5.63× #16 ↓9 6.75× 4 B 26 Scapegoat 2 6 33 99 540 3.00× 1.00× 3.00× #12 ↓14 3.00× 4 B 27 Gigafunghi 2 9 16 92 42 4.69× 2.25× 5.63× #19 ↓8 6.75× 4 B 28 Sporeling 2 9 16 92 42 4.69× 2.25× 5.63× #20 ↓8 6.75× 4 C 29 Warper 11 5 18 84 475 4.32× 1.69× 4.68× #35 ↑6 5.07× 1 C 30 Frog 2 3 12 67 197 4.69× 2.25× 5.63× #23 ↓7 6.75× 10 C 31 Small Slime 2 3 12 67 197 4.69× 2.25× 5.63× #24 ↓7 6.75× 10 C 32 Mob 5 3 14 62 181 4.32× 1.44× 4.32× #33 ↑1 4.32× 4 C 33 Slime 3 3 12 51 181 4.32× 1.44× 4.32× #29 ↓4 4.32× 10 C 34 Ballista 11 3 10 49 243 5.07× 1.44× 4.68× #37 ↑3 4.68× 10 C 35 Ogre 3 3 10 38 152 3.63× 1.21× 3.99× #32 ↓3 4.39× 4 C 36 Warlock 6 3 7 38 411 5.07× 1.44× 5.15× #36 — 5.23× 1 D 37 Lab Rat 2 2 9 29 81 3.12× 1.04× 3.12× #26 ↓11 3.12× 10 D 38 Defender 3 3 1 2 648 6.75× 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).
Percentile per axis (band = P25–P75) 0% 50% 100% Survival Archer · Survival: 591 HP (62%) Orbiter · Survival: 1,011 HP (93%) Damage Archer · Damage: 82.4 DPS (64%) Orbiter · Damage: 50.4 DPS (38%) Atk speed Archer · Atk speed: 0.98 /s (86%) Orbiter · Atk speed: 0.43 /s (36%) Mobility Archer · Mobility: 1.50 tiles/s (54%) Orbiter · Mobility: 1.00 tiles/s (14%) Archer
Survival 62% · 591 HP
Damage 64% · 82.4 DPS
Atk speed 86% · 0.98 /s
Mobility 54% · 1.50 tiles/s
Orbiter
Survival 93% · 1,011 HP
Damage 38% · 50.4 DPS
Atk speed 36% · 0.43 /s
Mobility 14% · 1.00 tiles/s
Survival P95 1,138 Damage P95 294.1 Atk speed P95 1.00 Mobility P95 3.91 Total HP 0 505 1,011 Archer L1: 126.0 Archer L2: 315.0 Archer L3: 590.6 Orbiter L1: 234.0 Orbiter L2: 561.6 Orbiter L3: 1,010.9 L1 L2 L3 Total DPS (no crit) 0 41 82 Archer L1: 11.3 Archer L2: 35.2 Archer L3: 82.4 Orbiter L1: 9.6 Orbiter L2: 25.5 Orbiter L3: 50.4 L1 L2 L3 Troop Cost Units L1 HP Max HP L1 DPS Max DPS Atk/s Growth HP × DPS × Speed Range Archer 4 9 126 591 11.3 82.4 0.98 5.86× 4.69× 7.32× 1.50 10 Orbiter 9 9 234 1,011 9.6 50.4 0.43 4.75× 4.32× 5.23× 1.00 10
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 costBuilding Client field Why Vault currencyPerLevel = 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. Codex CardsPerLevel = 1+1 hand size per level. Hand size is a raw resource, not a stat: one more card is one more multiplication opportunity. Farm unitsPerEffect = 1Gives one adjacent troop +1 unit each year. Unit count is a multiplier in the level formula, worth far more than +2% stats. Shrine initialCost = 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-definingBuilding Client field Why Demon's Altar FlatStatBoostPerAlly = 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. Quarry damageBoost = 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. Blacksmith strengthPercentage = 1.02; projectilesPerLevel = 2Adjacent units gain +2% damage per year and +2 projectiles per level. Projectiles are a count term, better than the 2%. Beacon speedBoost = 1.02Adjacent units gain +2% attack speed per year. Attack speed multiplies DPS like damage, but adjacency is restrictive. Temple statBoost = 1.09Random plot, random stat, x1.09, one-shot but large; effectively a free small level. Dispenser boostPerCoin = 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. Library baseEffectChancePercentage = 50; chanceReductionStartSuccessCount = 3; reducedEffectChancePercentage = 2050% chance to copy an adjacent enchantment, dropping to 20% after 3 successes. A free copy machine for enchantment builds. Trebuchet projectilesPerBuilding = 1+1 projectile per building. Building count becomes a multiplier; core of tower/building builds. Doomstower damageMultiplierOnLifeLost = 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 supportBuilding Client field Why Cauldron poisonStacksPerLevel = 33 poison stacks per level. Only valuable with Venom / Poison Thorns; thin on its own. Wall Maker healthBoostPerYear = 1.1Wall HP x1.1 per year (compound). Pure defense unless you play reflect/stall. Orchard rootsPerLevel = 3; StunDuration = 93 roots per level, 9s stun. Control material; only multiplicative with Weakspot. Flametower strengthPerTroop = 2Damage scales with nearby troop count; a ground tower for swarm builds. Mangler strengthPerTroop = 2Same as above: damage per nearby troop; comes in the Blood king starter. Recycler damageBoostPerLevel = 0.02+2% damage per level with no adjacency restriction, but the same linear curve as Quarry. Reactor RaysPerRainbowCard = 1Rays per rainbow card. Only Refraction / rainbow builds can feed it. Repeater raysPerLevel = 33 rays per level; pure count stacking with a low ceiling. Trashmaker TrashCardsPerLevel = 1+1 trash card per level. Only an economy piece with Salvage (pit refunds). Portal DefaultTravelYears = 2Teleports troops across years; a Time king utility piece with no direct combat stats. Dragon's Den plotDestroyedBoost = 1.2; dragonSpeed = 12x1.2 boost after destroying a plot; only demolition builds can use it.
C Low marginal value or nicheBuilding Client field Why Camp statBoost = 1.02+2% single-plot stats per year; same tier as adjacency buildings but narrower. Forest hpBoost = 0.02+2% HP per year. HP is not damage; lower value than buildings on the same tier. Spire raysPerLevel = 3; raySubdivisionCount = 30; rayAmplitude = 0.1Healing rays; only comes online with Spiremania / Revitalize. Great Hall BaseStatInheritance = 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 Troop Cost Real role Client field Mercenary 10 Unit count is set by gold, not the card face MTroopCount = 0; goldPerTroop = 9Lab Rat 2 The only troop without a level cap; can break the level-3 ceiling see card pageScapegoat 2 Economy piece: produces gold on death, not a combat unit see card pageWizard 3 Spell-build core: each spell card adds damage see card pageWarlock 6 Tome-build front line; low card DPS is intentional see card pageSoldier 2 Swarm component: more units, more damage see card pageHound 2 Scales with the number of digits in a value; field semantics not fully confirmed see card pageLeech 2 Life steal: steals 9% of stats per level see card pageReplicator 2 Refills 9 units every wave see card pageSmall Slime 2 Splits up to 2 levels; spreads across the board see card pageSlime 3 Same as above: split-and-spread piece see card pageDefender 3 Reflect wall: near-zero attack is normal see card pageBallista 11 Single penetrating shot with a very slow attack; useless without levels see card pageOgre 3 +5% all stats per empty adjacent plot; stronger alone see card pageDwarf 2 Stronger with more locked plots see card pageWarper 11 Summons minions with no cap see card pageThief 5 Teleports into the back line; assassin core with guaranteed-crit policies see card pageTrapper 2 Control: one trap and a 0.5s immobilize see card pagePiercing Demon 6 Line penetration; positioning decides real damage see card pagePaladin 6 Converts damage from HP ratio; trades tankiness for output see card pageBoar 3 Rider inheritance: rider strength scales with HP see card pageRaptor 5 Transfers 100% of stats to the rider, speed x4 see card pageZMegaminion 2 Legacy/test card; not obtainable id = zmegaminionZBear 6 Legacy/test card; not obtainable id = zbearMercenary 10 Unit count is set by gold; the static formula does not apply MTroopCount = 0; goldPerTroop = 9
Level formula and verification Units Units × levelHP per unit MaxHP × MHPBoost^(level−1)Attack per unit AttackStrength × MAttackStrengthBoost^(level−1)Attack interval AttackDelay ÷ 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 DPS attack ÷ interval × (1 + crit chance × (crit multiplier − 1)) × units
Community wiki per-level tables. Imp 13 → 26 → 39 and Archer 9 → 18 → 27 match "units × level".Attack speed direction. Hits/second rises with level, so MAttackDelayBoost is a divisor, not a multiplier.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.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.