Building Alliance Championship Lanes
Registered ratios no longer cluster at 50/20/30, so opposing power has to be normalized before you compare it. How to read an opponent's lane pattern from four data points, and why SS/mid/mid beats strong/strong/weak.
The premise
Lane maths used to be easy because almost everyone registered 50/20/30. Now you run into a spread of registered ratios. Three show up: 50/20/30 (most) · 60/40 and 48/48 · all-in Lancer or Marksman.
⚠️ T12 Lancers buff Infantry and Marksmen heavily → keep at least one Lancer (to trigger the skill) even in a Marksman ratio. (A Lancer ratio does not need Marksmen.)
🔢 Converting power the number shown depends on the ratio
If an opponent registered 48/48, you have to normalize their power to the baseline before comparing.
| Registered ratio | Example power (no pets) | Normalized |
|---|---|---|
| 50/20/30 | 7,746 | baseline |
| Marksman ratio | ~7,xxx | ×1.083 (about 8.3%) |
| Lancer ratio | 6,248 | ×1.19 (about 19–20%) |
※ These multipliers are from Ton's account and generation — run the registration test on your own account to get yours. Adding pets and 10% deployment capacity moves them little (Lancer ~20%, Marksman ~8–9%). Even a Marksman ratio that is only 4% Lancer gains power if you put your best gear on Mia.
🔍 Reading the opponent's lanes the 80/20 method
From the battle report, compare the power of the 1st, 10th, 20th and last players.
Decide whether the lanes are strong / weak / strong (S = strong, SS = very strong). Most alliances run strong / strong / weak.
For repeat opponents, keep a spreadsheet tab per alliance recording lanes, ratios and patterns → once the data builds up you can predict them.
Registration also shows whether pets and buffs (20%/10%) are in play → PM your own members who registered without pets. Power includes pets and buffs.
⚔️ Lane strategy
| Strategy | Verdict | Why |
|---|---|---|
| SS / mid / mid (Ton's preference) | Recommended | Against their strong/strong/weak, your SS takes one of their strong lanes with margin, and both of your mid lanes beat their weak lane → a 2-of-3 win. Their ordering does not matter |
| Strong / strong / weak | Not preferred | Does not work well for him (Ton greys it out) |
| Mid / mid / mid | Situational | When you are far weaker, secures at least one lane for ranking and rewards. Pointless if they run strong/strong — you lose two lanes → use carefully |
⚠️ Rules for distributing power
Each lane has a floor set by the power of ranks 41–60 — you cannot go under it. Match your SS against their strong lane with enough margin to be sure (175–178 rather than 172, say).
Every troop only plays twice → depending on lane power and ordering you can run out of troops and lose. The cause of a loss is sometimes exhaustion, not strength.
🚫 Why the alliance needs one ratio
If the alliance runs 50/20/30 and one member registers a Marksman ratio, their power reads high, they get placed higher, and they beat two weaker opponents. But the strong opponents get pushed onto teammates → the lane ordering breaks and the alliance loses overall. An individual win that costs the team → a single agreed ratio matters.
📄 Reports and 🧠 mind games
T12 beats T11 by a lot — T12 Lancers are strong even without the skill. A Marksman-focused dolphin registering with pets and buffs flattens a pet-less 50/20/30 opponent, because power includes both. Marksman and Lancer ratios work as well here as they do in rallies, and are often better than 50/20/30.
Predictable means countered. Play the easy matches (1, 2, 3) lightly and save your attention for the ones you must win (3, 5). There is a reverse play too: expect them to shuffle lanes and keep yours unchanged. Most opponents adjust on the fly, though, so prediction is hard.
Power conversion multipliers vary by account and generation → get yours from a registration test. Tracking patterns per alliance in a spreadsheet is recommended.