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Playing 50/20/30: The Balanced Ratio

Why 50/20/30 (Infantry/Lancer/Marksman) is the standard opening build: Lancer heroes only pop from Gen 4 Renia. Hero roadmap Gen 1-11, Lucky Wheel gem budgeting, and the 'Infantry one level ahead' ladder.

공략노트·Ton (TontonYouTube) 'Playing 50/20/30' (youtu.be/ArKErNkHdF8) · ratio mini-series part 1 · generations cross-checked 2026-08-01

One-line takeaway — Start with 50/20/30 (the alliance standard, all-rounder build). Lancer heroes only start popping at Gen 4 with Renia's kit, so specialising earlier means little. Heroes: the Lucky Wheel Lancer every 3 generations (Mia → Renee → Fred…) plus the Alonso–Gwen–Bradley axis. Gems: 70 spins per fortnight + VIP 9. Development: keep Infantry one level ahead. Decide between 60/40 and 48/4/48 around Gen 4–5.

50%Infantry · tanking
20%Lancer
30%Marksman · damage

※ Ratios are always written in Infantry / Lancer / Marksman order. 50/20/30 = 50% Infantry, 20% Lancers, 30% Marksmen. This article covers part 1 of Ton's ratio mini-series (50/20/30); part 2 (60/40 city burning) and part 3 (48/4/48) are planned.

The three ratios at a glance

RatioCharacterWho it's for
50/20/30Game default · all-rounderEveryone early to mid game. The alliance/state rally standard
60/40/0Lancer focusPlayers who love city burning and open-field fighting
48/4/48Infantry + Marksman focusGreat arena heroes (Marksmen) + best for bear rallies. Ton's default recommendation for most players

PROs of 50/20/30: all-round, and it never forces you to commit to a troop type. CONs: your chief gear, charms, hero gear and research spread across three troop types, leaving you relatively weaker than a "focused" account — concentrating the same resources on two troop types is precisely what gives specialised ratios their power edge.

Why you start on 50/20/30 — the Lancer hero generation problem

At the start of the game, most alliances and states ask you to join rallies at 50/20/30 (it is also the game's default). There is a structural reason too: Gen 1–3 Lancer heroes (Molly, Philly, Mia) are "generic" — they buff all troops with flat increases rather than making Lancers themselves outstanding. Even where Molly or Philly carry a "25% chance to deal 200% damage" style skill, it doesn't really pop yet given the stats and troops of those generations.

That changes with Gen 4 Renia: the 25%/200% skill plus a Normal Attack buff makes Lancer damage jump, and Gen 6 Renee is similar (Dream Marks plus a large damage increase with mark synergy). Lancer specialisation (60/40) only becomes meaningful from that point. Conclusion: 50/20/30 is the safest opening, and around Gen 4–5 you decide whether to specialise based on your playstyle.

Three variations (Ton's own experience)

RatioWhen usedWhat it worked well forNotes
50 / 20 / 30Start onwardsEverythingThe default
60 / 10 / 30Gen 3–4Intel-mission bounties (very tanky beasts) · rally leading · city burningTon was still learning the game then — test it yourself
45 / 10 / 45Later, still in useLabyrinth (Lab) · solo marches · bounties · city burningTon's Labyrinth default. Heavy on Infantry and Marksmen

⚠️ 45/10/45 ≠ 48/4/48

48/4/48 completely neglects Lancers — their stats can be terrible, because they exist only to raise Mia's skill activation chance and so strengthen your Infantry and Marksmen. 45/10/45 is different: you keep developing your latest Lancer heroes. Don't confuse the two.

Hero roadmap by generation (Gen 1–11)

The base formula — the Lucky Wheel Lancer every 3 generations

Mia (G3) → Renee (G6) → Fred (G9) → Karol (G12) → Estrella (G15), plus a few extra Infantry and Marksman heroes on top. That's the skeleton.

GenPicks (🎡 = Lucky Wheel)Notes
G1🎡 Zinman to 3★ (4★ if spending) · Molly (free) slowly · save your SSR shards for G2Zinman is weak in combat — construction cost/speed hero (whales only). Spenders: Jeronimo / big whales: Natalia. Gina or Bahiti by preference
G2🎡 Flint · pour the saved shards into Alonso (widget Lv.2)Alonso = best of his generation (bear, arena, solo march — works everywhere). Molly–Flint–Alonso covers all three troop types for 50/20/30
G3🎡 Mia (widget 4–6) · Greg is mandatory if you missed AlonsoMia stays in your bear march until Gen 14 (2–3 years). Alonso > Greg (offensive lethality widget → bear damage). Logan = spender/rally-leader hero
G4🎡 Lyn (for solo marches) onlySkip generation. Pass on Amos and Renia → stockpile shards
G5🎡 Hector (widget Lv.2) · Norah to 4★ — strongly advised · Gwen to 5★ + widget Lv.4Hector = best F2P bear hero (only a 4★, widget-10 Jeronimo — big spenders — edges him out). His widget is garrison-only → Lv.2 is enough. Gwen serves until G7
G6🎡 Renee · (spare shards) WayneSkip Wu Ming (a 4★ joiner copy is defensible). Wayne ≈ Gwen but arrives 3 months later → Gwen first
G7🎡 Bradley to 5★ — non-negotiable (widget a bit higher) · Edith recommendedBradley serves for a very long time. Gordon = rally-leader-only, skip
G8🎡 Gatot · Hendrik = joiner + arena (combos with Bradley)Solo march and bear stay on Bradley. Sonya isn't worth it
G9🎡 Fred · (optional) XuraSkip Magnus. The real reason for Xura: the Xura + Hendrik + Bradley triple-Marksman arena comp (3 MM · 1 Lancer · 1 Infantry up front)
G10🎡 Blanchette · Gregory is a good extra pickFreya isn't worth it (you just got Fred)
G11🎡 + Rufus (extra Marksman, long service) · Lloyd usable tooEvery hero is good this generation

⚔️ Practical march formulas (50/20/30)

Bear trap: Hector (or Jeronimo) + Mia + your best Marksman. Before Hector: Flint (a 3★, widget-2 Hector can already replace a 4★ Flint).

Rallies & solo marches: best Infantry + best Lancer + best Marksman.

Joiners: from Gen 6+ your state's offensive rallies will very likely run Marksman+Infantry (48/4/48-style) — rally leaders will want 2–4 Norahs per rally. If you want a rally slot, Norah at 4★ (joiner skill Lv.5) is close to mandatory.

Gem and shard management

RuleDetail
Lucky Wheel 4★70 spins every two weeks (during King of Icefield, SvS prep or Hall of Chiefs spin events) — Flint, Lyn
Lucky Wheel 5★Bradley-tier heroes take 120 spins per fortnight ≈ 170k gems
VIPSpare gems go to VIP → aim for VIP 9 by Gen 5. Once there, start with Hector to 5★
The 5★ ruleFrom then on, only invest in heroes you will take to 5★. Exception: joiners you don't run in your main march stop at 4★ (Norah, Wu Ming)
FeasibilityEven a casually-played F2P farm manages one SSR to 5★ two generations out of three, plus the Lucky Wheel hero to 5★ every time. Ton's own path: carried-over shards → Gwen and Norah 5★, VIP 9 + $20/month → Hector 5★

Development principle — "Infantry one step ahead"

The turn mechanism is the reason. All attacks hit the enemy's Infantry → Lancers → Marksmen, each until it dies (exceptions: the Lancer Ambusher skill and hero skills like Wayne's that bypass or add damage). On 50/20/30 Infantry is your largest troop count — it lives longest and there is most of it — so Infantry gives the best return on investment.

  • The ladder: Infantry one level ahead > Marksmen > Lancers — apply it to chief gear, charms, hero gear and research alike. Two levels ahead on Infantry is possible but barely noticeable.
  • Charm example: Inf 7 → MM 6 → Lancer 5 → Inf 8 → MM 7 → Lancer 6 … and repeat. The order within a rung is a 2–3 month difference at most — just keep the ladder.
  • Hero gear follows the same shape: Infantry red > Marksman close behind > Lancer one step below. F2P accounts don't need it perfect.

🐻 Variation — bear damage first? Put Marksmen ahead

If you don't care about solo marches or city burning and want bear-trap damage: run Marksmen one level ahead of Infantry, Lancers level with Infantry. City burning suffers a tiny bit; bear damage goes up. Same logic for widgets — bear focus: Gwen 6, Hector/Norah 2 · field focus: Hector 4, Gwen 4.

Research priority (F2P / low spend)

#ItemWhy
1Deployment CapacityMore troops in whale bear rallies and attack rallies = rewards and contribution
2Every cheap nodeGrab all the easy points regardless of stat — a 5-hour node on any stat beats 30 days for a sliver of lethality
3Infantry Health + Lancer/Marksman LethalityThe edge that comes after

Low-spender tip: skip charm and chief-gear material packs and put the money into hero gear — it lifts arena and exploration (more rewards) and provides the Health and Lethality you are shortest of.

For reference — Ton's own account (not the standard advice)

Ton is currently running an experiment of his own: leaving his Lancers behind and concentrating on Marksmen (charms at MM 10–11, chief gear moving to MM T2 red while Lancers sit at T1 red / Lv.8). It's a test of the two-troop-focus power edge, and differs from this article's baseline advice of keeping the ladder.

Transcript corrections: Dinman→Zinman · ectctor→Hector (G5 Infantry) · Andri→Hendrik (G8 Marksman) · Zura→Xura (G9 Marksman) · booming→Wu Ming (G6 Infantry) · Fria→Freya (G10 Lancer) · Carol→Karol (G12 Lancer). Generations and troop classes cross-checked against whiteoutsurvival.wiki and other sources (2026-08-01).