Most are familiar with the existing graphics showing the L1->L30 stat progression of the Crit & Mana troops in game. The below now also has the stat progression of the new Ninja Troop.
This is a little more conjecture & HIGHLY roster dependent so I will try to keep things pretty general. NOTE: This is mostly my opinion where there is no maths presented
Often the best troop YOU have is not going to be the best troop that someone else has.
Mana troops are best WHERE YOU CAN ACHIEVE A BREAK POINT.
Ninja Troops have most benefit when equipped to a Ranger Hero (as the troop stat stacks with their talent stat) and with Damage over Area Heroes (e.g. Azlar or Isarnia) where the single cast has multiple opportunities to “bypass” defence buffs.
Summary of Mana Break Points:
“Crit & Ninja are better than Mana”…???
Shoutout to @mattp169 too for Line discussions which prompted this topic. Think he’s working on a document with some more detailed/ other scenarios too.
Click for maths explanation
- Using Maxed 5* Heroes Avg Stats
- Avg Attack = 731
- Avg Defence = 725
- Troops are L1 unless specified elsewhere
- Using the Damage Calculation
The Forumla I have used is:
Damage = 33 * ([Attack Stat] * (1 + [Troop Attk %]) / [Defence Stat])^1.35 * ([Crit -- 2] * [Crit %] + (1 -[Crit %]))
Normal Damage Rankings – Tiles & Slash Attacks
A full ranking of “best to worst” in terms of NORMAL damage dealt (Tiles & Slash Attacks):
: what this means is, in tile damage scenario’s if you can equip & use a “higher ranked” troop, you are better off doing so…
Special Skill Damage
In special skills, there is no chance for “crit” damage. So essentially the “best troop” is going to be the one which has the higher attack stat.
Choice based on my Raid Style?
This is where it becomes a little more (read a LOT more subjective)…
Many players choose to use Mana Troops on their defence for a couple reasons:
Mana generation is no as straightforward on defence as it is on offence.
In war situations, having the Mana Troop means lower net defence score which means lower war points for killing that defence.
Additionally, most defences do NOT depend on normal attack (slash attacks) in order to do the majority of damage… Thus the “crit chance” has less and less of an impact.
Click for Note on mana generation on defence:
Mana generation on defence is not as straightforward as it is on offence… On offence, mana is directly linked to the tiles moved. On defence there are two sources of mana generation:
Passive mana generated every turn
Dynamic mana generated based on tiles which “hit” the defending hero. This “decays” with cascades of tiles.
Given the above reasons, the Ninja Troop actually works better for 2 of the 3 reasons presented. I suspec that we may see Ninja Troops accompanying supporting snipers a lot more in the future. I personally expect that the Tank may remain predominately Mana Troops however.